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LiveGoat
09-09-10, 08:29 PM
Just don't sing "Danny Boy"!

http://www.youtube.com/watch?v=9gaJm8nvvVc


Note--since my latest promotion to "Navy Dude" from "Medic" I now have a much cooler hat. But the total effect of my new look causes me concern that I may have suddenly become a homosexual (not that there's anything wrong with that for those who are, but until recently--I was not). And why do I have this urge to sing Bohemian Rhapsody?

nodlew
09-10-10, 02:39 AM
Funny, Goat. What movie was that?

nodlew
09-10-10, 02:49 PM
With Reaper's permission I am making public a small optics mod that I have made for his UI. The intent of this mod is to downplay the background images and make the optical lenses the only visual focus. This has been done, in the case of the periscopes, by blurring the background images. The binoculars have been replaced with a new image, and I have used Arclight's UZO from his MRP 1.3 mod for the TBT image. It comes with a readme that includes install instructions (JSGME). Make sure you install Reaper's latest patches. Two versions of the mod are included in the download--one with Reaper's RAOBF markings, and one with mine. My RAOBF tutorial pdf is included.

Download link: http://www.mediafire.com/download.php?9hu13fosuj11dh7

Screens:

http://www.subsim.com/radioroom/picture.php?albumid=360&pictureid=3024

http://www.subsim.com/radioroom/picture.php?albumid=360&pictureid=3026


http://www.subsim.com/radioroom/picture.php?albumid=360&pictureid=3025


http://www.subsim.com/radioroom/picture.php?albumid=360&pictureid=3027


There you go. Remember, the primary mission objective is to make it back alive.

LiveGoat
09-10-10, 05:16 PM
"Can't Stop the Music", the fictionalized, musical biopic of The Village People. Let's put it this way: watching this movie is only slightly less horrifying than witnessing a war atrocity. :DL

In the interest of preventing a thread hijack, I just wanna say it's amazing how much you guys have acomplished since SH5's release. Looks like I'm gonna have to a re-install soon. :salute:


Funny, Goat. What movie was that?

nodlew
09-11-10, 06:05 PM
I don't want to highjack this thread either, and with my well-intentioned efforts to get the RAOBF working for myself and others, I'm afraid I have come close to doing so. Reaper is doubtlessly working away at his latest improvements and will make a triumphal return with either a new version or a patch when he is done.

I am happy with the way his UI is working for me now, so I am on the verge of falling silent.

There have been a number of downloads of the various files I have made for the mod, and as yet I have received no feedback whatsoever. No news is presumably good news, but I would like to know one thing: has anyone else found my RAOBF markings file to work for them, or, conversely, not to work for them?

SashaKA001
09-11-10, 07:02 PM
I don't want to highjack this thread either, and with my well-intentioned efforts to get the RAOBF working for myself and others, I'm afraid I have come close to doing so. Reaper is doubtlessly working away at his latest improvements and will make a triumphal return with either a new version or a patch when he is done.

I am happy with the way his UI is working for me now, so I am on the verge of falling silent.

There have been a number of downloads of the various files I have made for the mod, and as yet I have received no feedback whatsoever. No news is presumably good news, but I would like to know one thing: has anyone else found my RAOBF markings file to work for them, or, conversely, not to work for them?

Everything is fine for me:yeah::yeah::yeah:

nodlew
09-11-10, 07:24 PM
Thank you, Sasha. Glad to hear it.:D I hope you are using the latest version--the first one I made was a little Goofy. In fact, I'm going to remove the two early version from Mediafire and Filefront.

SashaKA001
09-12-10, 05:28 PM
How to get rid of it, when loading every time be off, but it had enough already! or how not?
Thanks

http://i3.imageban.ru/thumbs/2010.09.13/0e2627d4eb2be0b1f42b4bd6a3db0141.jpg (http://imageban.ru/show/2010/09/13/0e2627d4eb2be0b1f42b4bd6a3db0141/jpg)

What no one knows how to do this?

Frantic8882
09-13-10, 07:50 AM
Hi, I want to use Church´s Key Commands along with Ui 2.0 but it says the commands.cfg has been altered. I tried to install Key Commands first. What should I do?

SteelViking
09-18-10, 09:08 PM
Hey Reaper, you have not posted in a while. Is everything ok?

eagleFMJ
09-20-10, 11:21 AM
Really awesome mod, I like it alot. I have a question though;

I use churchs keyboard commands http://www.subsim.com/radioroom/showthread.php?t=163444&highlight=commands layout since he released it, I do not like the stock layout an I am really used to it now, is there a way I can merge his commands into this mod? Commands.cfg is conflicting.

Thanks for any help.

reaper7
09-20-10, 12:03 PM
Hey Reaper, you have not posted in a while. Is everything ok?

Hi SteelViking, have had no broadband connection for the last 2 weeks :wah:. Broadband company say that the exchange is being upgraded.
I appear to have a connection today again but its very slow and falls out every so often.

On top of all this I've being unable to Mod SH5 due to the DRM issue, why you need a connection to access the Menu Editor is beyond me.

Anyway I'm able to access it again now and shall resume work on the mod.
I'll try to get the Night masks finished up and release a new version. :DL

Sorry for the delay on getting a new version out, but its great to be back online. :salute:

Really awesome mod, I like it alot. I have a question though;

I use churchs keyboard commands http://www.subsim.com/radioroom/showthread.php?t=163444&highlight=commands layout since he released it, I do not like the stock layout an I am really used to it now, is there a way I can merge his commands into this mod? Commands.cfg is conflicting.

Thanks for any help.


Yes just add whatever new entries I made in my commands.cfg to his commands.cfg and install his mod over mine. :up:
Ignore any conflict warning, that will get them working together. :)

SashaKA001
09-20-10, 12:08 PM
Really awesome mod, I like it alot. I have a question though;

I use churchs keyboard commands http://www.subsim.com/radioroom/showthread.php?t=163444&highlight=commands layout since he released it, I do not like the stock layout an I am really used to it now, is there a way I can merge his commands into this mod? Commands.cfg is conflicting.

Thanks for any help.


Greetings to you, there is such a program SH Keymapper and there can be configured for all the keys.

http://i1.imageban.ru/thumbs/2010.09.20/1832b194e437727df4c45edccf706793.jpg (http://imageban.ru/show/2010/09/20/1832b194e437727df4c45edccf706793/jpg)

SH_KeymapperManual (http://www.filefront.com/17305760/SH_KeymapperManual.zip/)

eagleFMJ
09-20-10, 12:38 PM
Yes just add whatever new entries I made in my commands.cfg to his commands.cfg and install his mod over mine. :up:

Ok using winmerge here I think I got it, still toying around tho.

reaper7
09-21-10, 03:07 PM
Just an update to keep ye in the loop, since my Broadband Disconnection :damn:.


I finally got internet access again yesterday, and have been working on the Nighmask user activation since yesterday.
I have got it working the way I want, and have also redone the method that some of the backgrounds switch to night time on button press.
What this means when you enter an optic screen the nightmask wont be visible for that split second like it was in previous versions. :up:

I was going to package this up and release as is, but I've decide to make a fix for the AOB and Speed reset to 0 stock bug when setting the Range via stadimeter.
It will be a fix similar to my stadimeter fix, so will include a button for both the Speed and AOB Dials in the TDC to send the current values to the Temp Dials (These are the ones that are set to 0).
This way when the values imputed at the TDC can be sent to Temp Dials and therfore not reset to 0. ;)

All going well I should have this finished tomorrow evening. :arrgh!:

schnorchel
09-25-10, 07:47 AM
Hi Reaper, seems the stopwatch can not be staredt and stopped at will. Can we have this functional?:salute:

reaper7
09-26-10, 03:40 AM
Hi Reaper, seems the stopwatch can not be staredt and stopped at will. Can we have this functional?:salute:

Hi schnorchel, I guess your mixing the clock up with the stopwatch.
Press O to access the stopwatch. I may make a button for that one.

Update on next version: Having trouble implementing a reset to zero fix May upload the latest version without it and release as a patch if I get working.

eatmafish
09-26-10, 07:28 AM
Greetings to you, there is such a program SH Keymapper and there can be configured for all the keys.

http://i1.imageban.ru/thumbs/2010.09.20/1832b194e437727df4c45edccf706793.jpg (http://imageban.ru/show/2010/09/20/1832b194e437727df4c45edccf706793/jpg)

SH_KeymapperManual (http://www.filefront.com/17305760/SH_KeymapperManual.zip/)

This looks like a cool program. Thanks for the share~ :arrgh!:

reaper7
09-26-10, 10:15 AM
Version 2.1.0 released

Download From: http://www.subsim.com/radioroom/downloads.php?do=file&id=2773 (http://www.subsim.com/radioroom/downloads.php?do=file&id=2773)





Changes:

NightMasks are now User Operated - Button at bottom of screen.
U-Jadh (Stopwatch) is now activatd from button at bottom of screen.
Fix for Tri-Ring compass not displaying
All Bearing dials in Scopes display correctly.
Moved NavMapTool Button from under TriRing button.
Fix for Mulitplayer Message Box (Small button at top right corner).
Added A clear Hud Button - This is located above the enlarge message box button). Click the general message box area to restore.
Install with JGSME and allow overwrite conflicts.

SteelViking
09-26-10, 12:29 PM
Version 2.1.0 released

:rock: Awesome, thanks reaper!

eatmafish
09-26-10, 01:40 PM
Dudes, how come I don't have time compression anymore ? Cant find it nowhere? :damn:

nodlew
09-29-10, 07:41 PM
Hey Reaper.
So that's where you went to. I've been fighting various alien threats to the survival of humanity, but checking in I find that V. 2.1.0 is out, downloading now, looking forward to checking it out.

mobucks
09-29-10, 07:57 PM
where is the how to guide again? lazy. sorry love this one though very nice mod

reaper7
09-30-10, 11:33 AM
Have noticed a few bugs introduced into latest version, my fault did not playtest properly.
Will fix and reupload. :oops:

Hopefully I'll get some time soon to work on the manual, short on time these days.

SashaKA001
09-30-10, 11:57 AM
Have noticed a few bugs introduced into latest version, my fault did not playtest properly.
Will fix and reupload. :oops:

Hopefully I'll get some time soon to work on the manual, short on time these days.

of the errors is not closed left half of Panel LHS it just hangs there and please add more on a map the latitude and longitude numbers 0 * N, and so given.


http://i3.imageban.ru/out/2010/09/30/ca47446e0e56a912d2f0b6674eb89153.jpg (http://imageban.ru)

:arrgh!:
http://i2.imageban.ru/out/2010/09/30/5199e5aa155f150e23e7b98bca65ff8f.jpg (http://imageban.ru)

Kretschmer the IV
10-07-10, 05:48 AM
Hi very nice mod! Thank you for your work ! :yeah:

Got the same situation on the map, looks like the borders are out of screen?
Also i can't minimize the TDC on the upper left and can't access the officers module.

No other UI Mods installed, what i'm doing wrong? :06:

BTW: i saw a tutorial for the attack disc months ago, can't find it. Can someone give me a link to a document oder better a tutorial video? Thanks ;)

SashaKA001
10-07-10, 06:38 AM
Hi very nice mod! Thank you for your work ! :yeah:

Got the same situation on the map, looks like the borders are out of screen?
Also i can't minimize the TDC on the upper left and can't access the officers module.

No other UI Mods installed, what i'm doing wrong? :06:

BTW: i saw a tutorial for the attack disc months ago, can't find it. Can someone give me a link to a document oder better a tutorial video? Thanks ;)

Hi if you have a mod NewUIs with TDC for SH5 by TheDarkWraith version 4.5.2 is the textbook lies in the documentation folder, at NewUIs_TDC_4_5_2_TheDarkWraith\NewUIs_TDC_4_5_2_By TheDarkWraith\MODS\NewUIs_TDC_4_5_2_ByTheDarkWrait h\Documentation\Attack_Disc_Handbook.pdf, and about the video is not that sure of it.

Kretschmer the IV
10-07-10, 10:59 AM
thank you :88)

Kretschmer the IV
10-07-10, 01:56 PM
Still got the issue with the TDC on the upper left. The first icon on the bottom, on the right sight has no function. I can't hide the TDC. When activating the U JAGD Chronometer and disable it, the icon for TDC and TDC disappear.. :wah:

Any ideas?

SashaKA001
10-07-10, 02:13 PM
Still got the issue with the TDC on the upper left. The first icon on the bottom, on the right sight has no function. I can't hide the TDC. When activating the U JAGD Chronometer and disable it, the icon for TDC and TDC disappear.. :wah:

Any ideas?

Ideas in the development process:yeah:, all that:wah:.

dasschwein
10-07-10, 03:42 PM
Hi there, sorry for bad english.
Same bug here. I solved it (at least on my pc) by pressing 2 times " O " button ( the timer button) on observation periscope. Press it the first time, and clock appears and then press it a second time , and disappear both, timer and tdc.
To activate tdc again just exit periscope and then enter it again.
Doesn't work on attack periscope directly, but you must enter on obs periscope first, press o 2 times and then it will works for attack periscope too.

nodlew
10-10-10, 08:01 AM
Been playing a new game (old game, actually, Steel Fury, but it's new to me and it's the best WWII tank sim I've ever played)...so I've been scarce. Just wanted to say finally that I love your UI Reaper, and when I play SH5, it's the interface I use. Whatever bugs remain are negligible. I love the ablitity to turn the Red Light on at will--fixes a long standing problem. Thanks for the mod.
Thanks for all your hard work. You vastly improved the game for me.

Kretschmer the IV
10-11-10, 11:09 AM
okay, maybe im stupid - i dont know.
Tried to install the "Das Boot Icons" Mod over the HiDef directly.
Result: The whole crew section is not available anymore, the icon on the upper right vanished. :06:

reaper7
10-11-10, 11:45 AM
Been having a bit of a nightmare trying to track down some of the bugs, hence why there been to update for a while.
I've fixed a few and introduced a few in the meantime :damn:.

Hopefully I'll get something out soon :).

Venatore
10-12-10, 01:16 AM
reaper7,
trying to track down some of the bugs, hence why there been to update for a while
Take your time matey, good things come to those who wait :timeout: good luck in the problem solving :yep:

reaper7
10-13-10, 11:48 AM
I've had no luck trying to rectify the send to stadimeter bug introduced into version 2.1. It has me completly stumped - no matter what I do it keeps occuring :nope:.

At this stage I think the only way I can go forward is to go back to version 2.0 and redo all that I had done for V2.1 and refix the remaining bugs.
I have wasted to much time trying to get that one bug fixed (That should not be broken in the first place) so fustrating.

Well here goes rolling back to V2.0 and starting over :dead:.

FIREWALL
10-13-10, 12:14 PM
Only one word.... WOW !!! :salute:

reaper7
10-13-10, 03:03 PM
^^^ Thanks Firewall :up:.

Well it wasn't as bad as I expected rolling back and redoing the work. Much faster the second time around :D.

Stadimeter in now working properly agian.
Now onto the remaining bugs. :O:

mainexpress
10-13-10, 11:34 PM
Been away from the game for awhile,practically have not played it since i purchased it earlier this year,can someone help me with a list of Mods that works well with this one,or at least show me your list and the order it's in,thanks

LazyCat
10-14-10, 03:51 AM
can someone help me with a list of Mods that works well with this one,or at least show me your list and the order it's in,thanks
I am always satisfied Reaper' s mod, installed a clean version of the game.
Other modes - music and sounds of the boat.
Excellent work, Reaper! Keep it up!

rob zombie
10-14-10, 06:00 AM
Hello again,

My light switch only works when i am on periscope, is this normal?

reaper7
10-14-10, 11:33 AM
Hello again,

My light switch only works when i am on periscope, is this normal?

No should work everywhere regardless of station. Sounds like a bad install.
V2.1 has a few bad bugs though (Ie the stadimeter fix was broken), I have sorted this out and am currently fixing the cordinates in the navigation map. Hopefully I can get a fully working version out soon :D.

rob zombie
10-14-10, 12:05 PM
Thanks response, going to download the 2.1 again and hope it works now.

mainexpress
10-14-10, 04:16 PM
I am always satisfied Reaper' s mod, installed a clean version of the game.
Other modes - music and sounds of the boat.
Excellent work, Reaper! Keep it up!A list and the order you put the mods in JSGME would help me

LazyCat
10-15-10, 10:49 AM
A list and the order you put the mods in JSGME would help me

DBSM_Music_1_0_4
Grossdeutscher Rundfunk
Old Style Explosions V1.1
Realistic ammo amount for AA and deck guns
Nauticalwolf's Damage and Torpedo UI (g) Mod V1.0
HiDef Realistic Interface V2.0
HiDef Realism Patch V2.03

reaper7
10-15-10, 11:19 AM
Figured out whats causing the Mavigation Map bug (No Cordinates), now just need to figure out a workaround. :hmmm:

reaper7
10-15-10, 12:46 PM
Good news, one more bug fixed.

Navigation Map Cordinates are now working.

http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/NavMap.jpg

Noe just need to rescript the Pull out maps, Map Tools etc and thats done. :D

SashaKA001
10-15-10, 04:40 PM
yes:woot: yes:woot: yes,:woot: but as the left instrument panel, it closes.:hmmm:

reaper7
10-16-10, 10:03 AM
yes:woot: yes:woot: yes,:woot: but as the left instrument panel, it closes.:hmmm:

Yup, panel closing again. Also stadimeter working correctly again.
Have some small tidying up to do on the Chrono clock, adding in the Torp estimate impact hands etc.

Only small things to fix now, and that should wrap this mod up good then.
:D:D:D:D

Venatore
10-16-10, 04:08 PM
Have some small tidying up to do on the Chrono clock, adding in the Torp estimate impact hands etc. Only small things to fix now, and that should wrap this mod up good then.
reaper7,

Awesome sitrep (situation report) matey :up:

Kind Regards

Venatore

Kretschmer the IV
10-17-10, 06:58 AM
Hi,

currently im training with the attack disc.. Im not sure but i think you forgot something to implement :hmmm:
Pls check the screenshots

Original:
http://img832.imageshack.us/img832/1458/screeniex.th.jpg (http://img832.imageshack.us/i/screeniex.jpg/)
HiDef Mod:
http://img691.imageshack.us/img691/9186/sh52010101713511536.th.jpg (http://img691.imageshack.us/i/sh52010101713511536.jpg/)

The part marked as D is missing.

http://img691.imageshack.us/i/sh52010101713511536.jpg/http://img691.imageshack.us/i/sh52010101713511536.jpg

http://img832.imageshack.us/i/screeniex.jpg/

reaper7
10-17-10, 09:33 AM
Hi,

currently im training with the attack disc.. Im not sure but i think you forgot something to implement :hmmm:
Pls check the screenshots



The part marked as D is missing.



Yes Part D has been ommited, this is due to the changes the Devs made from SH4 onwards.
In SH3 it was possible to mask parts of the graphic overlays to make them non-clickable to the other overlays.
What this meant is you could have the inner layer draggable for say part A, then the centre layer draggable for part B, then the outer layer draggable for part C etc.
Unfortunatly since SH4 and now SH5 this method no longer works, masks have no effect so once you drag 1 layer all layers are dragged together.
The only way to implement the attack disc is to assign the layers as dials:-

This way one layer is assigned to the Beraing dial - rotated by scope
one layer is assigned to compass - rotated by current direction
and we can only have one user rotated bearing - the last overlay.

So the last part has to be ommited as its impossible drag via the mouse.
I will look into making it user rotated via scripting at some point.
If I can figure that out I will reintroduce that layer. :03:

reaper7
10-19-10, 05:26 PM
Ui-Boat V2.2 Released


Renaming the Mod to UI-Boat, as its now taking a new route from the original being designed soley for 1080P (Hi-Def).

As it now scales in relation to screen resolution. It han not be claimed as High-res.
The New name Ui-Boat stands for Userinterface-Boat.

Main Changes from Previous release.

Main Bug Fixes:

Right Hand Side TDC Panel now hides on button press.
Navigation Map Co-Ordinates are now Displayed
Stadimeter fix is working correctly again

Download from:
http://www.subsim.com/radioroom/downloads.php?do=file&id=2868 (http://www.subsim.com/radioroom/downloads.php?do=file&id=2868)

SashaKA001
10-19-10, 10:21 PM
Thank you, almost everything works except the ring.

Ui-Boat V2.2 Released

Here
http://i1.imageban.ru/out/2010/10/20/8d379a54efb67e6ceefe4e2e3bb31f7f.jpg (http://imageban.ru)
not spinning ring
http://i1.imageban.ru/out/2010/10/20/378332a2aa9f90e5c1e05491e24e9ba6.jpg (http://imageban.ru)

or hourly, or counterclockwise, stands perfectly still.:wah::wah::wah:
What are the proposals?:hmmm::hmmm::hmmm:
And everything works like clockwork. Good mod, thanks again.

reaper7
10-21-10, 11:27 AM
Thank you, almost everything works except the ring.

Ui-Boat V2.2 Released

Here
[/URL]
not spinning ring
[URL="http://imageban.ru"] (http://imageban.ru)

or hourly, or counterclockwise, stands perfectly still.:wah::wah::wah:
What are the proposals?:hmmm::hmmm::hmmm:
And everything works like clockwork. Good mod, thanks again.

Just to confirm, have you switched the TDC to Manual via the Recognition Manual.
RAOBF will not work if TDC is in Auto Mode.

But will double ckeck it my side, just in case the dials.cfg has an error in it. :up:

SashaKA001
10-21-10, 12:43 PM
Just to confirm, have you switched the TDC to Manual via the Recognition Manual.
RAOBF will not work if TDC is in Auto Mode.

But will double ckeck it my side, just in case the dials.cfg has an error in it. :up:

Auto mode is disabled on the commander pereskope RAOBF works fine,:up: but not at zenith.:down:

reaper7
10-21-10, 01:57 PM
Problem is on my end alright, I had incorrect ID's set in the dials.cfg for the RAOBF at the Ods Periscope.

Re-uploading the file to the same link as previous. Also removed all the thumb files from the archive, this reduced the file from 16mb to 10mb.

Download from:
http://www.subsim.com/radioroom/downloads.php?do=file&id=2868 (http://www.subsim.com/radioroom/downloads.php?do=file&id=2868)

reaper7
10-21-10, 02:26 PM
Have made some addon scope graphics for those that use SteelVikings Interior Mod http://www.subsim.com/radioroom/showthread.php?t=171415

These replace the default Scope graphics with ones that use the textures from SV's mod.

Attack Scope

http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/Attack_SV.jpg

Obs Scope

http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/Obs_SV.jpg


Download from:
http://www.subsim.com/radioroom/downloads.php?do=file&id=2870 (http://www.subsim.com/radioroom/downloads.php?do=file&id=2870)

Install with JGSME and ignore any overwrite errors.

S1LK
10-21-10, 02:30 PM
I am beginning to think this is on my end but not sure and wanted to know if you had any ideas. I thought it was the mod and I waited till this one came out but see this one scales. I play at 2560x1600. Basically nothing to the right of the message window works. I hear the clicks but can not get anything to show up on the screen. Tried all three locations. Also loaded your mod last.

http://img529.imageshack.us/img529/8434/thisc.jpg

I hope you can help. Would really like to use this mod. Looks really good from playing and what I have seen so far.

Thanks

http://www.subsim.com/radioroom/c:%5Cthis.jpg

reaper7
10-21-10, 02:42 PM
I am beginning to think this is on my end but not sure and wanted to know if you had any ideas. I thought it was the mod and I waited till this one came out but see this one scales. I play at 2560x1600. Basically nothing to the right of the message window works. I hear the clicks but can not get anything to show up on the screen. Tried all three locations. Also loaded your mod last.

http://img529.imageshack.us/img529/8434/thisc.jpg

I hope you can help. Would really like to use this mod. Looks really good from playing and what I have seen so far.

Thanks

http://www.subsim.com/radioroom/c:%5Cthis.jpg


Hmmmm, not sure what can be causing this. All those buttons control all the items that are placed offscreen, by snaping them to origin (eg X = 0).
So no matter what resolution you play at it should snap the item to that point.

For Example the Left TDC Panel is located of screen at Co-ordinates:
X = -1000, Y = 0.
And the snap move the item to:
X = 0, Y = 0 [Top Left Corner].

All the above buttons act in this manner, so as to why nothing shows up onscreen that is a puzzle.

Can you try lowering your playing resolution to say 1440*900 and see if this works. If not then something else is causing the issue ie Mod Soup :O:.

Hope this helps. Is anyone else having the above issues. It works on my PC at all the resolutions I can use. SO I have no way to try it at 2560*1600. :up:

S1LK
10-21-10, 03:01 PM
Hmmmm, not sure what can be causing this. All those buttons control all the items that are placed offscreen, by snaping them to origin (eg X = 0).
So no matter what resolution you play at it should snap the item to that point.

For Example the Left TDC Panel is located of screen at Co-ordinates:
X = -1000, Y = 0.
And the snap move the item to:
X = 0, Y = 0 [Top Left Corner].

All the above buttons act in this manner, so as to why nothing shows up onscreen that is a puzzle.

Can you try lowering your playing resolution to say 1440*900 and see if this works. If not then something else is causing the issue ie Mod Soup :O:.

Hope this helps. Is anyone else having the above issues. It works on my PC at all the resolutions I can use. SO I have no way to try it at 2560*1600. :up:

It works on the lower resolutions. 1920x1080 was the highest I could get it to work. It seems to have a problem when moving to aspect 4:3 or 8:5 at high res but I did not test them all.

reaper7
10-21-10, 03:23 PM
It works on the lower resolutions. 1920x1080 was the highest I could get it to work. It seems to have a problem when moving to aspect 4:3 or 8:5 at high res but I did not test them all.


And wouldn't ya know it 1920*1080 is the higest resolution I can test it on :-?. Not sure what to do as no way to test it :hmmm:. I'll relook at the offsets, see if I can figure an alternative method to do it.

SashaKA001
10-21-10, 04:01 PM
Thank you all running.:woot::woot::woot:

and why this device is not working?
why not working?:hmmm::hmmm::hmmm:

http://i4.imageban.ru/out/2010/10/22/d4f49645fc8b0dbcafd69c6de7d9436b.jpg (http://imageban.ru)

reaper7
10-21-10, 05:54 PM
Thank you all running.:woot::woot::woot:

and why this device is not working?
why not working?:hmmm::hmmm::hmmm:



The top two dials on both panels are only for use with Fat/Lut type Torpedoes.
Dials will not function till you select one of these type Torpedoes. :up:


Also that version of the Mod in your screenshot looks like its from V1.0 of the mod.
I recommend you to download the leatest version V2.2.

Download from:
http://www.subsim.com/radioroom/downloads.php?do=file&id=2868 (http://www.subsim.com/radioroom/downloads.php?do=file&id=2868)

SashaKA001
10-21-10, 06:51 PM
The top two dials on both panels are only for use with Fat/Lut type Torpedoes.
Dials will not function till you select one of these type Torpedoes. :up:


Also that version of the Mod in your screenshot looks like its from V1.0 of the mod.
I recommend you to download the leatest version V2.2.

Download from:
http://www.subsim.com/radioroom/downloads.php?do=file&id=2868 (http://www.subsim.com/radioroom/downloads.php?do=file&id=2868)

I just took a screenshot, and I'm using the latest version V2.2:rock::rock::rock:

S1LK
10-21-10, 07:59 PM
And wouldn't ya know it 1920*1080 is the higest resolution I can test it on :-?. Not sure what to do as no way to test it :hmmm:. I'll relook at the offsets, see if I can figure an alternative method to do it.


I was able to resolve it somewhat. I went thru the files and just set the TDC and top menu to default on. They appear that way. Just not using the buttons. I wonder if it is an issue with the buttons instead. Either way I am happy I can use it now.

Tarnsman
10-21-10, 08:50 PM
Love this mod.

Im thinking of adding the Mighty Fine Crew mod, is it compatible with Ui-Boat?
Can it be installed afterward or before or at all?

robbythesub
10-22-10, 02:58 AM
Think I will go back to this mod again as i liked it originally very much but could not resolve the obs periscope issue.

Quick question, do we just install v2.2 or is it 1.0, then 2.1 then 2.2?

Thanks :up:

Olzeen
10-22-10, 04:38 AM
only the last version......i.e. ui.2.2....previous versions delete...:ping:

java`s revenge
10-22-10, 06:51 AM
Wow, i will download and install this mod. It`s marvelous :yeah:

reaper7
10-22-10, 07:40 AM
I was able to resolve it somewhat. I went thru the files and just set the TDC and top menu to default on. They appear that way. Just not using the buttons. I wonder if it is an issue with the buttons instead. Either way I am happy I can use it now.

Glad you got it working :yeah:. Will look into reversing the method I use to offset. So instead of having them offscreen via the menu editor. I'll see how having them onscrren and snapping them ofscreen on loading works better. :03:

Love this mod.

Im thinking of adding the Mighty Fine Crew mod, is it compatible with Ui-Boat?
Can it be installed afterward or before or at all?

Can't see any issues in using that Mod with mine. I was using V1.2 of it during early development of my Mod, and don't think I use any of the same files it uses.

Think I will go back to this mod again as i liked it originally very much but could not resolve the obs periscope issue.

Quick question, do we just install v2.2 or is it 1.0, then 2.1 then 2.2?

Thanks :up:

Just V2.2 Is needed. That Obs issue should be no more :DL.

NONONO
10-22-10, 12:39 PM
reaper7 http://www.subsim.com/radioroom/showthread.php?p=1519328#post1519328
(http://www.subsim.com/radioroom/member.php?u=232693)

reaper7
10-22-10, 01:52 PM
reaper7 http://www.subsim.com/radioroom/showthread.php?p=1519328#post1519328
(http://www.subsim.com/radioroom/member.php?u=232693)

Hi NONONO, I'm afarid I ran into roadbloacks with this one. Untill I can find a way to get it working I will be putting that project on hold. :-?

rob zombie
11-04-10, 10:39 AM
Wow, i will download and install this mod. It`s marvelous :yeah:


I know, I just cant get it to work on my machine. Still got only red lights when i am on periscope screen only and when i am on the map screen all is red. Also tried other resolutions but still didnt work so i went back to HighDef patches.

Illyustrator
11-04-10, 10:51 AM
reaper7, you plan assemblage Mega-Moda on the basis of your interface?!

robbythesub
11-05-10, 03:15 AM
This 2.2 mod works superb for me so thanks R7.

The obs periscope problem is now resolved too.

Looking forward to your mega mod if it comes!

:yeah:

reaper7
12-05-10, 07:27 AM
Hi Guys justy got a message that shows a bug I was sure was fixed
Here is the message

Hello Reaper7,

i really love your UI-Boat V2.2 mod. Simple, very realistic.

I have a little problem with periscopes. During the attack a "Lagewinkel" suddently disappears:

http://s3.postimage.org/k3xkewas/SH5_Img_2010_12_04_18_38_38.jpg (http://postimage.org/image/k3xkewas/)


It is a possible bug or it is just my problem.

Josef

Just wish to know if this is happening for everyone - Previous it has an issue with screen resolution.
In order for the bearing ring not to show thru (Its hardcoded to be always on top) the Torpedo firing Panel. I have to script it to snap off-screen.
But if playing at high resolutions the panel did not cover the bearing dial as it did in lower resolution and hence why it appeared to dissapear.

Now since re-doing the Interface to scale rather than be fixed resolution. The Torpedo panel should scale to cover the bearing dial.

Is this not the case?
Can people report what resolution they are playing at.
At that resolution does the Torpedo Panel cover the Bearing Dial.
Thanks guys. Hopefully with your feedback I can fix this.It may be an issue that I used the Incorrect scalling method for the Torpedo Panel.

Sepp von Ch.
12-05-10, 08:01 AM
The same thing happens by me (I am the autor of that message below) with UZO... And it does not happen always , just sometimes.

FurphyForum
12-07-10, 06:06 AM
Hi Reaper7
In answer to your Q's, I too experience the same as Josef :yep:
I'm running at 1440 x 900 resolutions and the Torpedo Panel does not cover the Bearing Dial

Sepp von Ch.
12-19-10, 02:08 PM
It is possible to fix it?

supposedtobeworking
12-22-10, 09:41 PM
any chance of getting a video tutorial on how to use the scope tools (i.e. AOB wheel, etc.) in this version of the UI for SH5? Also, am I to understand that ui-boat 2.2 replaces the hidef realistic interface mod?

SashaKA001
12-22-10, 10:09 PM
any chance of getting a video tutorial on how to use the scope tools (i.e. AOB wheel, etc.) in this version of the UI for SH5? Also, am I to understand that ui-boat 2.2 replaces the hidef realistic interface mod?


trailer is the same
http://www.subsim.com/radioroom/showpost.php?p=1435215&postcount=3440

supposedtobeworking
12-22-10, 10:18 PM
thanks. another question is this compatible with SH5 1.1 or do you need the 1.2 patch for it to work?

SashaKA001
12-22-10, 11:22 PM
thanks. another question is this compatible with SH5 1.1 or do you need the 1.2 patch for it to work?

in what sense?
this book probably for all versions:yeah:

Ejjarufaf
12-24-10, 08:16 AM
Howdy,

Gotta love this mod, especially the crew list huzzah!

Sadly my lighting doesn't work aside from any hud items, such as the watch, for me. Wondering if there is a fix or something I just didn't do right?

I'm fully patched, and everything else is working. Tried using the light button with only Ui-Boat V2.2 installed and it did not work. Redownloaded it but to no avail.

Thanks for the help ahead of time!

supposedtobeworking
12-25-10, 03:06 AM
I'm still having a problem with the recognition manual. I lock a target in the scope or uzo and when I pull up the rec manual, I can only scroll through American warships, but I marked what is clearly a British merchant of some sort. Am I missing a button to press or something? Also, is there anyway to make it so that the weapons officer identifies the target for me in manual TDC mode so I can avoid flipping through the thing myself?

SashaKA001
12-25-10, 08:37 AM
I'm still having a problem with the recognition manual. I lock a target in the scope or uzo and when I pull up the rec manual, I can only scroll through American warships, but I marked what is clearly a British merchant of some sort. Am I missing a button to press or something? Also, is there anyway to make it so that the weapons officer identifies the target for me in manual TDC mode so I can avoid flipping through the thing myself?


there is not that such a target is required, but you can assign a keyboard shortcut here \Ubisoft\Silent Hunter 5\data\Cfg\commands.cfg

[Cmd343]
Name=WP_Identify_target
Contexts=1
MnID=0x3F130002
StringID=1073
HasDelayedExecution=Yes
Key0=0x49,s,"SHIFT + I"
Key1=0x48,,"H"

SteelViking
12-25-10, 02:42 PM
Hey Reaper7,

I know you are busy with RL issues, same as I have been. But, I found some stuff that could use some touch ups in this mod.

http://img827.imageshack.us/img827/5816/42404642.jpg

In this picture, I have pointed out what I have found. Here they are:
1. The torpedo speed selector switch is being ripped apart, most likely a problem in the .ini files.

2. Auto scaling problem for the torpedo selector panel.

3. Sub control dials covering up TDC panel selector buttons.

These are not game killing errors, and they may very well be isolated to the resolution I am running the game at. I just thought I would bring them to your attention. I could probably fix them myself, but I am trying to make some headway in my own mods, so sadly, I don't have the time.

Otherwise, great job with the newest version of the UI.

Cheers comrade :salute:

Edit: Problem 1 went away and I have not been able to reproduce it. Maybe some minor error in the .ini or .py files for the periscopes. I will check that. Also, I realized that the bearing indicator is gone from the scopes(you can see that from the picture).

supposedtobeworking
12-26-10, 01:41 AM
there is not that such a target is required, but you can assign a keyboard shortcut here \Ubisoft\Silent Hunter 5\data\Cfg\commands.cfg

Thanks I'll give that a try, but there is already a button in the interface to have the officer identify the target, and when I click it, nothing happens except an acknowledgement of the order in the text box. I still don't understand why the rec manual won't display any ships except American warships either-whether I issue the identify target order or lock the target myself. I just don't know what I'm doing wrong if anything-shouldn't be this counter-intuitive to identify a target-maybe there's a glitch in my mod installation?

Also one more question-is this mod okay to use for a 16:9 widescreen resolution? or do I need a patch?

Sepp von Ch.
01-05-11, 11:06 AM
Hi Guys justy got a message that shows a bug I was sure was fixed
Here is the message

Hello Reaper7,

i really love your UI-Boat V2.2 mod. Simple, very realistic.

I have a little problem with periscopes. During the attack a "Lagewinkel" suddently disappears:

http://s3.postimage.org/k3xkewas/SH5_Img_2010_12_04_18_38_38.jpg (http://postimage.org/image/k3xkewas/)


It is a possible bug or it is just my problem.

Josef

Just wish to know if this is happening for everyone - Previous it has an issue with screen resolution.
In order for the bearing ring not to show thru (Its hardcoded to be always on top) the Torpedo firing Panel. I have to script it to snap off-screen.
But if playing at high resolutions the panel did not cover the bearing dial as it did in lower resolution and hence why it appeared to dissapear.

Now since re-doing the Interface to scale rather than be fixed resolution. The Torpedo panel should scale to cover the bearing dial.


Is this not the case?
Can people report what resolution they are playing at.
At that resolution does the Torpedo Panel cover the Bearing Dial.
Thanks guys. Hopefully with your feedback I can fix this.It may be an issue that I used the Incorrect scalling method for the Torpedo Panel.

Any news about a possible fix please?

Dermeister
01-22-11, 10:12 PM
you know i love this UI 2.2 mod i love it :D but i hate that there is no reconition manual for the keet dept of ships ect... and if there is i cant find it... how do you open the rec manual? i dont get the questions at the bottom when i lock o na target anymore so i cant click to get the manual.


Edit - Errg scratch that ijust foudn it >_> left side of the screen hidden -_- lol im a noob i know >_<

bart
01-23-11, 08:10 AM
you know i love this UI 2.2 mod i love it :D but i hate that there is no reconition manual for the keet dept of ships ect... and if there is i cant find it... how do you open the rec manual? i dont get the questions at the bottom when i lock o na target anymore so i cant click to get the manual.


Edit - Errg scratch that ijust foudn it >_> left side of the screen hidden -_- lol im a noob i know >_<


Is that on the little brown tab?

Whenever I open that book all it says is turn TDC on?
If you click yes the numbers method of aiming no longer appears and you cant get them back without re-booting the game! I couldn't find any sign of a recognition manual anywhere!!

capt-jones
01-23-11, 09:00 AM
Whenever I open that book all it says is turn TDC on?
If you click yes the numbers method of aiming no longer appears and you cant get them back without re-booting the game! I couldn't find any sign of a recognition manual anywhere!! :salute:you need to click on the TDC on, you will then have the SHIP IDENTIFY page ,dont panic you can still target the usual way, but try manuel targeting it is easier too learn in SH5 and is a lot more enjoyable and rewarding when you do get a kill, with this mod you dont need really need to identify ship if you click on yellow periscope and turn it green then get your RANGE to target and then input the SPEED and AOB ,:03: if your torpedo run is behind the target then you are out 180 degrees out with your AOB as long as your torpedo run is infront or leading the target then you should not miss by much lol :yeah:

reaper7
01-23-11, 10:45 AM
Hi Guys, I'm finally back to some degree.
Its been a hectic few months, have been involved in finishing my home build. Our builder did the dirt on us and abandoned on us leaving us a un-finished home and 20K euro out of pocket.)
We have finally moved in - done all the 2nd fix and wiring myself (Gardens are unfinised but they will have to wait till down the road. Currently wiring up the home network, Just got the wireless working (On my laptop wireless at the moment :D).
Once I have the fixed network in, i'll get my PC's unboxed and I'll be able to resume my Ui-Boat mod (Don't worry its not abandoned - just was on hold :03:).

I'll need to catch up on the scene here for SH5, so I'm not trying to re-invent the wheel again :haha:.
I plan to go-over the thread and see what bugs are reported and fix those first. Then I need to finish that manual I was working on. :up:

Anyways its good to be back, and I hope this has not been to much of an inconvienence to those members using my UI.

Thanks Guys. :yeah:

bart
01-23-11, 11:24 AM
:salute:you need to click on the TDC on, you will then have the SHIP IDENTIFY page ,dont panic you can still target the usual way, but try manuel targeting it is easier too learn in SH5 and is a lot more enjoyable and rewarding when you do get a kill, with this mod you dont need really need to identify ship if you click on yellow periscope and turn it green then get your RANGE to target and then input the SPEED and AOB ,:03: if your torpedo run is behind the target then you are out 180 degrees out with your AOB as long as your torpedo run is infront or leading the target then you should not miss by much lol :yeah:


Thanks for the info.... :salute:

pascal4541
01-23-11, 12:09 PM
Good luck reaper7 :03:

Sepp von Ch.
01-23-11, 02:54 PM
REAPER7: Great to have you back reaper7! I know what you mean. I also performed the reconstruction of a new house, job, child care...
But in the Silent Hunter find I calm and relaxation.


I love the minimalist control of the U-Boat in this mod.
This your UI mod is one of the best, with a really great atmosphere of german WWII U-Boats!
Missing only a few mistakes and correction, separate buttons for opening and closing of the torpedo tubes, and ... radio messages...(I know, I know, it's just a dream ...) and this mod is for me perfect!

reaper7
01-24-11, 12:41 PM
Missing only a few mistakes and correction, separate buttons for opening and closing of the torpedo tubes, and ... radio messages...(I know, I know, it's just a dream ...) and this mod is for me perfect!



Gonna get to work on those issues as soon as I can get my network up and running, all my work is on my main PC (still boxed up).
In the meantime I see there has been some work done on the RAOBF issue's that prevented me going any further with those.
Now they seem to be sorted regarding proper ship stats, Its time to get my AutoCad out and start working on the RAOBF dials :D.
I can get them done on my laptop with Autocad and Photoshop - so I'll have something to do in the meantime ;).

Trevally.
01-24-11, 01:52 PM
I see there has been some work done on the RAOBF issue's that prevented me going any further with those.
Now they seem to be sorted regarding proper ship stats, Its time to get my AutoCad out and start working on the RAOBF dials :D.
I can get them done on my laptop with Autocad and Photoshop - so I'll have something to do in the meantime ;).

Hi Reaper

You should get in touch with ToniloCoyote:yep:
He has measured all the ships and has made a floating ruler. This allows easy and very accurate measuring of any part of the ship.
This could be used in your RM for funnel height etc.

reaper7
01-24-11, 02:25 PM
Hi Reaper

You should get in touch with ToniloCoyote:yep:
He has measured all the ships and has made a floating ruler. This allows easy and very accurate measuring of any part of the ship.
This could be used in your RM for funnel height etc.

Thanks Trevally, sounds gtreat - Will do :up:.

SteelViking
01-24-11, 03:27 PM
Good to hear you are back up and running my friend.:yeah:

Cheers mate.

reaper7
01-24-11, 04:38 PM
Good to hear you are back up and running my friend.:yeah:

Cheers mate.

Thank you SteelViking, Its good to be back - at the time I didn't think I'd miss SH5 as much as I did :D.
Look forward to getting the RAOBF working correctly :up: as that was the one that put me off Sh5. May have another go at the ship skins, see if I can figure out something there too. :yep:

Who knows this time I might even play it a bit as well. :D

Zedi
01-24-11, 04:57 PM
Just pop in to salute you Reaper, happy to see you back :salute:

reaper7
01-24-11, 05:06 PM
Just pop in to salute you Reaper, happy to see you back :salute:

Thank you my friend, its good to be back.
And great to see that the ship stats issue has been figured out (Thank you Tonilo Coyote).
This was the last missing piece in the Manual Targeting issue. :yeah:

reaper7
01-25-11, 03:31 PM
Just starting work on a remake of the excellent RAOBF tool that has been used throughtout Mods in SH3/4.

It will be based of the Original ww1 uboat raobf as seen here:

http://i1004.photobucket.com/albums/af168/reaper7_SH5/RAOBF-Original.jpg

I shall use the same markings as the original for now and see how they work ingame. If not fisiable I shall return to the current markings as used on the RAOBf thats currenly in the mod.

I've stated on the metal dials for the RAOBF and this is the progress so far (Just the beginings :DL). Text and Numbering to do, then the small details like tabs and holders etc.

http://i1004.photobucket.com/albums/af168/reaper7_SH5/RAOBF.jpg

Sepp von Ch.
01-25-11, 04:25 PM
Looks great! I am very happy and thank you for supporting us - SH5 players.:yeah:

Can be repaired the "stadimeter" we no longer have to determine the distance using the green lines in the manual? PLEASE!;)

reaper7
01-25-11, 04:31 PM
Tabs on Outer Dial:

http://i1004.photobucket.com/albums/af168/reaper7_SH5/RAOBF3.jpg

Can be repaired the "stadimeter" we no longer have to determine the distance using the green lines in the manual? PLEASE!;)

Thanks Josef, and yes we should have a Working RAOBF.

FurphyForum
01-25-11, 05:19 PM
Hi Reaper7.
Good to have you back. I understand you will be busy fixing / improving your UI mod for a time, however, at a later date would it be possible for Trevally and yourself to collaborate with importing his Tutorials to your UI 2.2 as he has done in the past with TDW UI's :yeah: This gives the option to users whom prefer to employ your UI (and benefit from Trevallys Tutorials ) as to TDW UI :up:

TheDarkWraith
01-25-11, 05:22 PM
Hi Reaper7.
Good to have you back. I understand you will be busy fixing / improving your UI mod for a time, however, at a later date would it be possible for Trevally and yourself to collaborate with importing his Tutorials to your UI 2.2 as he has done in the past with TDW UI's :yeah: This gives the option to users whom prefer to employ your UI (and benefit from Trevallys Tutorials ) as to TDW UI :up:

Automation is required for the tutorials to work. Automation is only available in my UIs mod.

reaper7
01-25-11, 05:31 PM
Hi Reaper7.
Good to have you back. I understand you will be busy fixing / improving your UI mod for a time, however, at a later date would it be possible for Trevally and yourself to collaborate with importing his Tutorials to your UI 2.2 as he has done in the past with TDW UI's :yeah: This gives the option to users whom prefer to employ your UI (and benefit from Trevallys Tutorials ) as to TDW UI :up:

Automation is required for the tutorials to work. Automation is only available in my UIs mod.

I will be creating Printable and Video tutorials down the road for all aspects of the UI :up:.
Not as snazzy as Trevally Tutorials, but should suffice :D.

FurphyForum
01-25-11, 05:34 PM
Hi TDW,
Quick in your reply.

Automation is required for the tutorials to work. Automation is only available in my UIs mod.

Not being a modder, but I take it then that Reaper would have to set up his mod with automation IOT make the tutorials work :06:

FurphyForum
01-25-11, 05:37 PM
Reaper,
just seen your last post as I was replying to TDW.

TheDarkWraith
01-25-11, 05:43 PM
Hi TDW,
Quick in your reply.



Not being a modder, but I take it then that Reaper would have to set up his mod with automation IOT make the tutorials work :06:

He can't setup Automation. It's a class (code) that I made for the UIs mod.

FurphyForum
01-25-11, 05:46 PM
No worries TDW, thanks to the insight :up:

Dermeister
01-25-11, 11:02 PM
Wellcomeback :) Love the UI boat 2.2 onlything drivign me nuts is how to get keel depth with TDC on auto.

reaper7
01-26-11, 12:35 PM
Wellcomeback :) Love the UI boat 2.2 onlything drivign me nuts is how to get keel depth with TDC on auto.

You can get depth keel from the officer commands clipboard.
Open up the office clipboard, select Navigator. Then click on the depth icon (2nd last icon, beside weather report) :up:.

reaper7
01-26-11, 02:07 PM
Nearly done with the RAOBF, now to do the tick markings:

http://i1004.photobucket.com/albums/af168/reaper7_SH5/RAOBF4.jpg

Dermeister
01-26-11, 02:43 PM
You can get depth keel from the officer commands clipboard.
Open up the office clipboard, select Navigator. Then click on the depth icon (2nd last icon, beside weather report) :up:.

i think my english is bad i did not express my self properly.

I know ucan get depth under keel of your boat by the officer pad.However what i meant is on a target if you do not Use manual TDC the Reconition manual will only display US ships and keep coming bakc up and its all bugy.

And if you use the other Manual that says Turn on TDC sir? then u get to ID the ship it gives u the mast hieght and Keel dept of the target like how low in the water the belly of the target ship is...You cannot get that info with out turning on TDC and then if you turn TDC on to get the info i cant seam to turn TDC back off as to have an auto solution computed and set my torpeedo depth i dont know if i have explaind my self prperly but let me know if you dont understand what i mean english is not what i normally speak and im trying hard to get understood.

Thanks for trying to understand me in this endevor.

reaper7
01-26-11, 02:48 PM
i think my english is bad i did not express my self properly.

I know ucan get depth under keel of your boat by the officer pad.However what i meant is on a target if you do not Use manual TDC the Reconition manual will only display US ships and keep coming bakc up and its all bugy.

And if you use the other Manual that says Turn on TDC sir? then u get to ID the ship it gives u the mast hieght and Keel dept of the target like how low in the water the belly of the target ship is...You cannot get that info with out turning on TDC and then if you turn TDC on to get the info i cant seam to turn TDC back off as to have an auto solution computed and set my torpeedo depth i dont know if i have explaind my self prperly but let me know if you dont understand what i mean english is not what i normally speak and im trying hard to get understood.

Thanks for trying to understand me in this endevor.

Sorry I understand now. I removed Auto TDC from my Mod as I was going for 100% Realism. This I may turn back on for those that wish to play using auto mod (Guess there's no harm playing with auto mode. I'll fix this for the next release). ;)

Dermeister
01-26-11, 03:00 PM
YEa and i dont mind how it is now like u can still click at the top on the green periscope that liek will automaticly fidn a solution right so auto is still there its cool liek its a good blend like for those who want 100% real and those who like a lil help to aim i love your 2.2 right now i love it the only thing missing for me is a accessable Reconition manual even with out turning on TDC and like you jusy point the periscope hit the lil periscope icon to the top right it enters a solution then ucan fiddle with it for the torpeedo dept i love how you made it.

All im sayign is a Reconition manual that can be accessed with out truning on Manual TDC would be icing on the cake :) keep up the good work i love your UI boat mod :)

Illyustrator
01-26-11, 03:08 PM
Sorry I understand now. I removed Auto TDD from my Mod as I was going for 100% Realism. This I may turn back on for those that wish to play usin auto mod (Guess there's no harm playing with auto mode. I'll fix this for the next release). ;)
:yep:Thanks.

Dermeister
01-26-11, 03:11 PM
YEs im sorry i also shoud of sayed thanks and i dont want you to feel like im criticising and stuff like i sayed b4 i love your mod :) that Reconition manual thing is like a petpeve for me lol

SO thank you :)

reaper7
01-26-11, 03:17 PM
No problem guys. I had worked out how to get the sh4 recon manual working while working on the stadimeter mod before.
I had it 90 working but since deleted it :oops: from my Hard drive as it was no longer needed.
I will se about redoing it again as a user recognition manual. No harm in having both types.

Images from previous work on the Sh4 Recon Manual

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Cover.jpg
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/6.jpg
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/SH4-Recon-Manual.jpg

Sepp von Ch.
01-26-11, 03:20 PM
Wooow! This recognition manual is simply perfect!:o:yeah:

ReallyDedPoet
01-26-11, 03:23 PM
I removed Auto TDC from my Mod as I was going for 100% Realism. This I may turn back on for those that wish to play using auto mod (Guess there's no harm playing with auto mode. I'll fix this for the next release). ;)

:up: Would like this option.

Sepp von Ch.
01-26-11, 03:47 PM
Especially whether it is manual you can still pull. And let them see which one has all the original "old" touch of German naval submarine!;) e.g. your periscopes are excellent

Can I browse the ships in your new manual, even though I did not focus any ship? It would be nice.

Illyustrator
01-26-11, 03:47 PM
Мaestro, I asked earlier, to increase "Tablet" with "icons" of officers (together with them).
At such reduction strong "distortion" of portraits turns out.:hmmm:
If it for you "is not critical".:)

reaper7
01-26-11, 03:54 PM
Can I browse the ships in your new manual, even though I did not focus any ship? It would be nice.

Yes, once i remod it again :03:.

Мaestro, I asked earlier, to increase "Tablet" with "icons" of officers (together with them).
At such reduction strong "distortion" of portraits turns out.:hmmm:
If it for you "is not critical".:)

Will look into, will be a while as I don;t have my Main PC at the moment.
Can only do graphics at the moment untill I get my network up and running, hopefully by the weekend.

reaper7
01-26-11, 03:54 PM
Almost done with the RAOBF. Just some finishing touches :DL.

http://i1004.photobucket.com/albums/af168/reaper7_SH5/RAOBFWIP.jpg

Illyustrator
01-26-11, 04:06 PM
Will look into, will be a while as I don;t have my Main PC at the moment.
Can only do graphics at the moment untill I get my network up and running, hopefully by the weekend.
My request is not "Main task". It is "small" request (in process of a free time)...:)
Thanks.:salute:

Dermeister
01-26-11, 04:24 PM
Omg thats perfect the rec manual like this as logn asu can pull up the Rec manual and you can get all the info with out enabeling TDC then im a happy camper. :) and the screen shots look good superb work mate :) this mod has brought so much better embiance to sh5 least its not all quickly andcheeply done you can tel lthe original game was rushed and made only to sell quickly and make money with the less amount of effort.


I hope u keep the Lil yelow periscop at the top right side that whne upoint to a target and click on the periscope Icon on the top right it automaticly plots a fiering solution :)

reaper7
01-26-11, 06:36 PM
Yaaah, Finished the RAOBF Dials. Now I just need to get my main PC online and get my scopes done before importing the new RAOBF. :D

Outer Dial:

http://i1004.photobucket.com/albums/af168/reaper7_SH5/RAOBF-Outer.jpg

Inner Dial:

http://i1004.photobucket.com/albums/af168/reaper7_SH5/RAOBF-Inner.jpg

SashaKA001
01-26-11, 07:40 PM
Inner Dial:

http://i1004.photobucket.com/albums/af168/reaper7_SH5/RAOBF-Inner.jpg

Entfernung in hm
you missed the letter F:yawn::yawn::yawn:

makman94
01-26-11, 07:49 PM
FANTASTIC work at these graphics, Reaper !!thats it ! :up:
very very good job....it looks like professional work ....you are really getting better and better !

but ...i think you must wide (at least make it ...double) the inner ring becuase you must also add the angle's marks (otherwise you must link the inner ring directly to stadimeter as it was ,propably,in real life ...have you managed to do this?)

reaper7
01-27-11, 12:45 PM
Entfernung in hm
you missed the letter F:yawn::yawn::yawn:

Thanks Sasha, never spotted that spelling error - will correct it now.

FANTASTIC work at these graphics, Reaper !!thats it ! :up:
very very good job....it looks like professional work ....you are really getting better and better !

but ...i think you must wide (at least make it ...double) the inner ring becuase you must also add the angle's marks (otherwise you must link the inner ring directly to stadimeter as it was ,propably,in real life ...have you managed to do this?)

Thanks Makman, I have some ideas on getting it to work with the stadimeter - have yet to test. Hopefully I'll get something to work, if not the markings can easily be redone. :up:

reaper7
01-27-11, 02:13 PM
Finished all the small details and spelling errors :oops:.
Here we have the final product :woot: ready for converting into dds files :yeah:.

http://i1004.photobucket.com/albums/af168/reaper7_SH5/RAOBF-1.jpg

Trevally.
01-27-11, 02:53 PM
Looks fantastic Reaper:up:

reaper7
01-27-11, 03:12 PM
Looks fantastic Reaper:up:

Cheers mate. Now to start work on some proper FOV scopes and Correctly scalled Scope Gracticules (No need for the RAOBF Graticules then) :up:.

SteelViking
01-27-11, 03:21 PM
Good lord Reaper!:D I like what I see, can't wait to use it in game.

reaper7
01-27-11, 05:27 PM
Good lord Reaper!:D I like what I see, can't wait to use it in game.


Thank you my friend, I'm glad you like it :D.

Started work on the obs and attack scope's with proper 38 degree FOV.
Thanks to makman94 for his permission to use hiv cam files for that fov :up:.
Going to go back to full screen black scopes as they seem to be what most people prefer.
The graticules are calibrated fro the RAOBF so the ticks on the Attack scopes are in mils while the obs are in degrees as the appeared to be in reallife from what I have found (Maybe 2 conflicting sources???).
Have some WIP versions here:

Removed Images Due to Incorrect scalling

SashaKA001
01-27-11, 07:02 PM
Attack Scope:

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Attack.jpg

Obs Scope: (Obs Markings are a quick mockup and are not at correct scalling)

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Obs.jpg

looks appetizing:arrgh!::arrgh!::arrgh!:

Dermeister
01-28-11, 01:33 AM
Personally i prefer the current scopes in 2.2 maybe have the option in the install?

If not then hey those scopes look nice any how :) so cant complain either way but just thought id put it out there "most people prefer the black scopes"

not me :P!

reaper7
01-28-11, 12:45 PM
Ok after some expert advice on my previous attempts at getting proper scalled scopes into SH5.
I finally understand how it all works :D. So in that regard I'm restarting the scopes completly for proper 38 degree fov using the degree system instead of the mil system. (Stock sim is using degrees as is the uboat scope pics that I have seen - so I'll go with them as there authentic :yeah:).

I've gotten the Attack Scope graticles callibrated perfectly now :D and using the cam files from makman84 confirm these are working. My graticules for the Attack scope is a cross between the stock and Authentic ones, the reason for this is in-game the stock ones show up at 1.5 zoom but not at 6x zoom.
So my version completly blocks out the stock ones at 1.5 zoom and remains at 6x zoom.

Here is some WIP on the stock SH5 game, final will be centred with more scope housing detail. :up:


Attack Scope at 1.5x Zoom

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Attack-x15.jpg

Attack Scope at 16x Zoom

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Attack-x6.jpg

Also have had some good success in my RAOBF testing and should have some good news on that front for the Manual Targeters, just need to get the measurments worked out before posting ;).

reaper7
01-28-11, 01:04 PM
How about this for a completed look :06:. Is the background RAOBF blurred enough or does it need more ?
When the RAOBF is selected it will cover the background version and then be useable. ;)

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Attack-1.jpg

reaper7
01-28-11, 01:50 PM
And here we are ingame :DL

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Attack2.jpg

Illyustrator
01-28-11, 04:52 PM
reaper7, "Blurred " - so is conceived?

reaper7
01-28-11, 08:20 PM
reaper7, "Blurred " - so is conceived?


I think I'll leave as is, has just enough blurring and shading so as not to focus away from the image in the lens.
Then when the RAOBF is selected it shall be crisp and brighter ready for use, Pulling the focus to it, simulating if the eye was pulled away from the eyepiece to use the RAOBF. :yeah:

Something like this: (Raobf Graticules are just a Mockup - Not actual ingame graticules)

http://i1004.photobucket.com/albums/af168/reaper7_SH5/RAOBF2.jpg

Spy Guy
01-28-11, 08:20 PM
Fantastic mod, I must say. It really adds to the whole experience, with the dials, buttons and everything (and the overlays are really useful).

However, how exactly does the Stadimeter fix work?

I gathered that you're supposed to align the bottom of the ghost image with the top of the mast on the boat you want to get the range from, and apparently UBI fuxed that up somehow, by making the actual values used by the game differ from what we see?

As far as I understood we're supposed to take the range from the top of the visible mast, then hit the "Send to TDC"-button and thus get the correct values.

However, when I tried it I got the correct reading from the Stadimeter (checked with the ruler), and then the "Send to TDC" added 2000 meters to that. Chances are I did something wrong (being entirely new to the SH series).

Another thing, when I send the data to the TDC it resets things like AOB and speed, is this intended behaviour?

Also, the RAOBF, does that work on other resolutions than 1080p? I recall there being some scaling issues. Was that fixed, or do I need to get the texture pack someone uploaded here?

Then, out of curiosity, what does RAOBF stand for? I googled it, but it led back to some tutorials here, which while informative, didn't answer my question.

Once again, fantastic mod, great work and all that.

reaper7
01-28-11, 09:04 PM
Fantastic mod, I must say. It really adds to the whole experience, with the dials, buttons and everything (and the overlays are really useful).

However, how exactly does the Stadimeter fix work?

I gathered that you're supposed to align the bottom of the ghost image with the top of the mast on the boat you want to get the range from, and apparently UBI fuxed that up somehow, by making the actual values used by the game differ from what we see?

When you enter the periscope click the periscope icon (Yellow) and it will turn (Green) to show its enabled.
Now click the stadimeter button, you get the ghost image - drag this down till the waterline of the ghost image is sitting on top of the highest mast position of the actual ship.
When you click your range in the TDC and XO dialog are updated (These are incorrect valuse due to the stock 20m bug).
Now here is where the fix comes in, click the (Green) periscope icon again. The eye piece will flash red to indicate TDC is being updated with correct value.
Also the range in the TDC and XO dialog are updated with the correct value. :up:

As far as I understood we're supposed to take the range from the top of the visible mast, then hit the "Send to TDC"-button and thus get the correct values.

However, when I tried it I got the correct reading from the Stadimeter (checked with the ruler), and then the "Send to TDC" added 2000 meters to that. Chances are I did something wrong (being entirely new to the SH series).

Another thing, when I send the data to the TDC it resets things like AOB and speed, is this intended behaviour?

Unfortunatly this is a stock bug, which I haven't got around to fixing yet.

Also, the RAOBF, does that work on other resolutions than 1080p? I recall there being some scaling issues. Was that fixed, or do I need to get the texture pack someone uploaded here?

The RAOBF is currently not working properly, due to incorrect Graticule scalling - incorrect .cam fov's for the camera files and ship models have incorrect measurments (Stock bug)
These issues are just about resolved and will be fixed for the next release.

Then, out of curiosity, what does RAOBF stand for? I googled it, but it led back to some tutorials here, which while informative, didn't answer my question.

RAOBF = Range and Angle On Bow Finder

Once again, fantastic mod, great work and all that.

Thank you, next release will be a whole lot better for RAOBF users. :up:

Azixx
01-28-11, 10:24 PM
I think I'll leave as is, has just enough blurring and shading so as not to focus away from the image in the lens.
Then when the RAOBF is selected it shall be crisp and brighter ready for use, Pulling the focus to it, simulating if the eye was pulled away from the eyepiece to use the RAOBF. :yeah:

Something like this: (Raobf Graticules are just a Mockup - Not actual ingame graticules)

http://i1004.photobucket.com/albums/af168/reaper7_SH5/RAOBF2.jpg

mockup or not... I'd like to have that RAOBF in game :D:D

Sepp von Ch.
01-29-11, 05:20 AM
The new scopes look beautiful!
I looked at the pictures in various books about U-Boote and new periscopes are very realistic! Thank you very much reaper7!:up: I can not wait for the new version!

Illyustrator
01-29-11, 12:55 PM
I think I'll leave as is, has just enough blurring and shading so as not to focus away from the image in the lens.
Then when the RAOBF is selected it shall be crisp and brighter ready for use, Pulling the focus to it, simulating if the eye was pulled away from the eyepiece to use the RAOBF. :yeah:

Something like this: (Raobf Graticules are just a Mockup - Not actual ingame graticules)
Now has understood. :DL
This effect change "focusing" - correct (as in a life).
Super!!!:yeah:

reaper7
01-29-11, 02:18 PM
Started to pull all this togeter in game.

Now I've run into a problem - the current ui-boat mod is counterproductive to these correct scopes. This is due to the size and scalling used to create the scopes, dur to the siaze of the optics I can't get the proper FOV and degree scaling to get these working.

This leads me to 1 of 2 decisions:

A: Remove the current scopes and replace with these scopes.

or

B: Start a new UI Mod from scratch, Using the new scopes and RAOBF dials.

I'm leading towards B, the reason is I don't think the overall theme of my Current UI siats properly with these new scopes and RAOBF dials.
There is also too much clutter in the current UI that can be removed for a more realistic and more fulfilling experience.

A while back Magnum was proposing to create a Minimlistic User Interface, and I've been mulling this over and I'm starting to come around to his way of thinking.
These new scopes would lend themselves perfectly to that concept. :yep:

Also some of my experiments in creating the Ui-Boat mod would allow me to create a better working Ui then the current one.
For example:

Removal of The TAI Map (There is no need for this when we have the navigation map that can display the same features)
Removal of the XO Dialog, to be replaced with the SH3 ecognition type Manual - This would also solve the stock stadimet bug without the need for the stadimeter fix in the current UI. (The sent dats to TDC works properly in that manual)
Removal of all the TDC dials from the Attack and observation Scopes - To a Seperate page (These can be accesed from the scope - Switching the player form the scopes to a Full Panel TDC working Replica - and then switching back to the scopes when data in entered)
A fully working RAOBF unit using the authentic scales etc. Instead of having 2 sets of markings on the Inner - there would only be 1 set (Authentic) The 2nd set was for manualy alligning the Mast height with Graticlue ticks to get the range. I have had some success in getting the stadimeter to move in conjunction with the Inner dial to find the range. (This is not setup proper - but is working to a degree - just need to finetune to get it 100%)
What are your thoughts on this ?

Sepp von Ch.
01-29-11, 06:07 PM
B: Start a new UI Mod from scratch, Using the new scopes and RAOBF dials.

It means that you will not see these beautiful scopes and interface?:cry:



http://s3.postimage.org/y4hi9af8/SH5_Img_2010_12_13_17_53_08.jpg (http://postimage.org/image/y4hi9af8/)
http://s3.postimage.org/y57yuubo/SH5_Img_2010_12_20_16_46_04.jpg (http://postimage.org/image/y57yuubo/)


The new UI will be at least a similar to UI version 2.2? I really like on your this mod the "old" design of periscopes, UZO and binoculars and minimalistic User Interface.




Removal of The TAI Map (There is no need for this when we have the navigation map that can display the same features)
Removal of the XO Dialog, to be replaced with the SH3 ecognition type Manual - This would also solve the stock stadimet bug without the need for the stadimeter fix in the current UI. (The sent dats to TDC works properly in that manual)
Removal of all the TDC dials from the Attack and observation Scopes - To a Seperate page (These can be accesed from the scope - Switching the player form the scopes to a Full Panel TDC working Replica - and then switching back to the scopes when data in entered)
A fully working RAOBF unit using the authentic scales etc. Instead of having 2 sets of markings on the Inner - there would only be 1 set (Authentic) The 2nd set was for manualy alligning the Mast height with Graticlue ticks to get the range. I have had some success in getting the stadimeter to move in conjunction with the Inner dial to find the range. (This is not setup proper - but is working to a degree - just need to finetune to get it 100%)
What are your thoughts on this ?

All 4 points are absolutely perfect and I agree. TAI Map is redundant. Please maintenance the "draggable" manual - it is much better than any unrealistic automatic "pop-up" manual as in SHIII. Appearance of the manual as it is in the SHIII would be nice.
http://s3.postimage.org/yslrehok/AAAAAAAAAAAAAAAA.jpg (http://postimage.org/image/yslrehok/)

Would be a better more realistic map of the routes of convoys. On the "SH5 conovys"-map contained in your UI mod v2.2 I could not read anything because of the resolution and colors and had to reach for the paper from my SH5-special edition-box. And radio messages? Will be part of your mod PLEASE?

My result: your new version will surely be a lot better than version 2.2. I vote for option B.http://s1.postimage.org/2aom6ww3o/AAAAAAA.jpg (http://postimage.org/image/2aom6ww3o/)

Obelix
01-29-11, 07:41 PM
Sometimes it is easier and more efficient to do something from scratch. I think that sdes such a case.

SteelViking
01-30-11, 12:34 AM
Reaper, just a friendly take on the situation:

You know I am a big fan of minimalistic UI's. Also as part of my physics courses, I have learned python code decently well. So all things considered, if I were in your position, I think I would go with option B.

Just my two cents mate.
Cheers
:salute:

bart
01-30-11, 07:06 AM
I'm no modder, I just love the work you guys do :salute:

But for me option B sounds the best. :up:

reaper7
01-30-11, 08:08 AM
I think a new UI is the best way forward too. :yep:
I'll fix the current UI as best possible with the new ship stats etc and try to get the scope graticules and raobf graticules calibrated correctly.
That should wrap up this UI as best possible. :up:

Obelix
01-30-11, 09:48 AM
I think a new UI is the best way forward too. :yep:
I'll fix the current UI as best possible with the new ship stats etc and try to get the scope graticules and raobf graticules calibrated correctly.
That should wrap up this UI as best possible. :up:
In this case, I wish: would be nice to add to these panels, buttons for closure and to provide drag and drop panels.

http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=3609

http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=3610

http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=3611

http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=3612

reaper7
01-30-11, 10:16 AM
In this case, I wish: would be nice to add to these panels, buttons for closure and to provide drag and drop panels.


I removed the close buttons of those panels as they are opened and closed from the officer oders panel. ;)
When they are opened from the orders panel the icon would change to colour to show its active, but when it was closed from the panel itself it would not update the order icon back to b/w (Would stay colour) so I removed the close buttons from the panels for that reason.

I will look into making them draggable though.

Obelix
01-30-11, 10:24 AM
I removed the close buttons of those panels as they are opened and closed from the officer oders panel. ;)

However, as seen on screen, the panels are overlapping the officer oders panel and get to it does not work. Therefore, you should at least make it possible to draggable panels:up:.

Illyustrator
01-30-11, 12:44 PM
...B: Start a new UI Mod from scratch, Using the new scopes and RAOBF dials.

I'm leading towards B, the reason is I don't think the overall theme of my Current UI siats properly with these new scopes and RAOBF dials.
There is also too much clutter in the current UI that can be removed for a more realistic and more fulfilling experience.

A while back Magnum was proposing to create a Minimlistic User Interface, and I've been mulling this over and I'm starting to come around to his way of thinking.
These new scopes would lend themselves perfectly to that concept. :yep:


Hi, reaper7.
If you are assured of it, then "Yes".:yep:
After the lapse of time, we learn about possibilities of this game more. Also we are, of course, afflicted when it is necessary to begin with zero. So in a life often happens. Good luck to you. We with Gratitude will wait your "Creation". And to assist in process of the possibilities...

...Would be a better more realistic map of the routes of convoys. On the "SH5 conovys"-map contained in your UI mod v2.2 I could not read anything because of the resolution and colors and had to reach for the paper from my SH5-special edition-box. And radio messages? Will be part of your mod PLEASE?...
Josef von Posorschitz, I think at reaper7 there is no time for these trifles. Can you will arrange ours "ConvoyMap" (http://www.subsim.com/radioroom/picture.php?albumid=386&pictureid=3464)
!?:DL

Sepp von Ch.
01-30-11, 02:10 PM
Josef von Posorschitz, I think at reaper7 there is no time for these trifles. Can you will arrange ours "ConvoyMap" (http://www.subsim.com/radioroom/picture.php?albumid=386&pictureid=3464)
!?:DL


Wow! It looks beautiful!:yeah:

reaper7
01-30-11, 03:01 PM
However, as seen on screen, the panels are overlapping the officer oders panel and get to it does not work. Therefore, you should at least make it possible to draggable panels:up:.

Yes I see what you mean now, didn't come across it due to the resolution I was playing at. Will definitlu make them draggable. :up:

think at reaper7 there is no time for these trifles. Can you will arrange ours "ConvoyMap" (http://www.subsim.com/radioroom/picture.php?albumid=386&pictureid=3464)
!?:DL

Yes, no need to reinvent the wheel. These maps are perfect as is. And work perfectly with my UI :yep:.

Schütze
02-03-11, 04:14 AM
I am also a fan of your mod. And i would suggest you look at these options:

*Radio traffic
*Options for Real Navigation (sextant, Navigators celestial fix et.al).

That would close a already good circle.

Sepp von Ch.
02-05-11, 08:36 AM
Sorry for the impatience, reaper7, but I like very much your mod. Are there any news?;)

reaper7
02-05-11, 08:49 AM
Sorry for the impatience, reaper7, but I like very much your mod. Are there any news?;)

Progress is very slow, (Not much time these days to Mod :wah:) But I've decided to go with restarting a new UI from scratch :yep:.
This will be a minimilistic UI. So only whats needed at each station will be present.

Will prob start a new thread on this, but so far I've got the Scope graphics and graticules done. These are properly calibrated this time :up:.

Got the TAI stripped out of the game - took awhile to get out properly (A lot of CTD's :haha:) A side effect of this is that the plot course orders are now working (TAI was causing these to CTD when ordered in SH5 with TAI)

RAOBF is causing some problems getting it to rotate in conjunction with the Recognition Manuals Mast heights. (Being attempting to get this working for nearly a week now :nope: very fustrating).


Haven't got around to fix the current UI's bugs yet. Sorry :oops:.

Sepp von Ch.
02-05-11, 12:06 PM
No, no, do not apologize reaper7! I appreciate that you are doing on the new UI!;)

reaper7
02-06-11, 06:30 PM
Just some pics of WIP.

Main Interface has most items removed (TAI is completly stripped out via its code in PageDefaultMenu.py).
The XODialog will be removed also. Will give a nice clean Frontend - New Interface will have slide out glass panels with all revevant items for that page.

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Interior.jpg


Glass Panels at Attack Scope (Blank so far :O:).

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Glass-Scope.jpg

This will keep the whole Interface clean and allow focus on what counts.
The Panels will contain only whats relevant for the section thats in use etc. All items will be transparent (EG Dial backgrounds) so as not to take away from the main focus eg the scopes.

mobucks
02-06-11, 06:57 PM
oh man this is sweet

Sepp von Ch.
02-07-11, 04:55 PM
I'm curious about the outcome. Without your Ui-Boat V2.2 mod I can now not go into the Atlantic!

reaper7
02-07-11, 06:07 PM
I'm curious about the outcome. Without your Ui-Boat V2.2 mod I can now not go into the Atlantic!

No worries will finish the graticules scopes and RAOBF in Ui-Boat V2.2
This will give you a choise of 2 UI's :up:.

Some more screenshots of the glass Panels:

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Interior2.jpg

And at the Atatck Scope:

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Scope.jpg

Sepp von Ch.
02-07-11, 06:28 PM
Excellent job reaper7!:shucks: Please do not forget radiomessages:rock:

Obelix
02-07-11, 07:16 PM
Hi reaper!
This is a new word in building interfaces for SH5:yeah:! Just do not overdo it too much to not get the frills:up:.

Sokolov
02-08-11, 08:56 AM
Someone pls help me, i installet this mod after order of others and got a bug after loading the game in main menu, when i have some windows and cant do nothing, when i installed UBOAT2.2 without all others all ok, and when i delete this mod and keep all others ok too, just installed mods first time and dopnt know what to do.

reaper7
02-08-11, 12:36 PM
Someone pls help me, i installet this mod after order of others and got a bug after loading the game in main menu, when i have some windows and cant do nothing, when i installed UBOAT2.2 without all others all ok, and when i delete this mod and keep all others ok too, just installed mods first time and dopnt know what to do.

Sounds like a case of mod soup :D. Best uninstall all mods, returun to port then reinstall all mods.
That should take care of things :up:.

reaper7
02-08-11, 03:55 PM
Just a WIP of the TDC Panel via the Periscope Screen.

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Dials2.jpg

The dials are coloured and have transparency in keeping with the etched glass theme.
These should help with keeping focus on the scopes and not interfere with the critical needs of the captain - also will not take away from night use ;).

Are these ok for use, or do ye prefer full coloured dials ???

pascal4541
02-08-11, 04:16 PM
Nice version :yeah:
I like this

Sepp von Ch.
02-08-11, 06:47 PM
Are these ok for use, or do ye prefer full coloured dials ???

Definitely coloured Kriegsmarine dials with old (used) look please! I like this minimalist UI, transparent glass. Again with the great ability (as in Ui-Boat V2.2) to switch on the night - red - light.

These transparent dials looks too modern.

Obelix
02-08-11, 07:52 PM
These transparent dials looks too modern.

Okay. And now let us reflect on the essence of the game interface. In reality, the commander of the boat does not interact with devices and control systems, fire boats. The only instrument of fire control, with whom he had an affair - a periscope. All teams should vote. The commander worked with a periscope. Subordinate commander to transmit data for shooting and they interact with the device firing was injected into their data. In order to realize this game is difficult. Voice interfaces are not yet so perfect. So we may have to use graphical interface. The interface should allow quick and easy to transfer data to fire "subordinates." That is the role of subordinates in this case are the fire control devices. Imitating the voice command of a commander, we have to personally enter data into devices.
Which of this conclusion?
And the conclusion is this: In reality, the commander looked through the periscope at the target and transmit voice commands and data to subordinates. He saw nothing except the periscope eyepiece and objective. Hence the approach reaper7 can be called correct. There is no longer important - modern or not to look appliances. It is important that management should be easy to avoid being distracted from the goal to quickly and easily enter data into these same devices. Let me remind you - during the attack the commander did not see these devices, and thus was not distracted by them, he does not care how they look.
Compartments of boats and equipment in the compartments must look realistic and not modern. But whether that requirement is an interface? Of course we should strive to make it look not modern, in accordance with the realities of the time. But do not forget about the ease of operation and speed of access to the necessary instruments.
I hope I explained everything clear, accessible and will understand me correctly.

Obelix
02-08-11, 08:41 PM
Yes, Glass interface looks much too modern, but is there another way to get rid of clutter panel periscope devices shooting? reaper7 rights - the dashboard should not be intrusive and should not be distracting. Perhaps glass panel is really too modern and would fit better to control the nuclear submarine but I can not suggest any other alternative. If you have any suggestions on this score - to express their options.
PS The purpose of my post is not to criticize the post Josef von Posorschitz about his "displeasure" transparent interface, the more so to some extent I agree with his opinion.

FurphyForum
02-09-11, 02:11 AM
Yes, Glass interface looks much too modern, but is there another way to get rid of clutter panel periscope devices shooting? reaper7 rights - the dashboard should not be intrusive and should not be distracting. Perhaps glass panel is really too modern and would fit better to control the nuclear submarine but I can not suggest any other alternative. If you have any suggestions on this score - to express their options.
PS The purpose of my post is not to criticize the post Josef von Posorschitz about his "displeasure" transparent interface, the more so to some extent I agree with his opinion.

Reaper,
Would it then be hard to knock up a version of both, utilizing screen captures just as a interim, in this way based on feed back given, this will then dictate the direction that you need to take for your UI mod. :hmmm:

Zedi
02-09-11, 03:39 AM
I think Im the only one who really consider all old UI obsolete, even annoying. Seems like the majority if the community will never get over on dials and all kinda flick-flaks filling the screen. More dials on screen, more joy.

Personally Im absolutely annoyed by this and I always hated the old SH UI's. But in SH3 those dials were the only way to control the ship and see whats going on. Now that we have a full 3d environment and we can use voice command, is really beyond my understanding why people are so mad about dials. Dunno about the rest, but when Im looking through the scope, I dont wanna see anything else than my target. Same as I would into a real scope.

I tried million times to setup a UI only for me where I only extend the SH5 UI and keep his minimalist flavor, but I failed miserably as I just cannot learn how to mod the UI. What I need on the scope UI is a slim and discrete panel that can be toggled and contain all the necessary stuff in a very minimalist way. I dont need a huge ugly dial to set up my target speed, or his range.. a simple SH5 style form will do his job just fine. Only the AOB should be visible.

For my pesonal taste, this is how it should look a scope, nice and clear with focus on my target, without brutalizing my view and eyes.

ui with voice command
http://farm5.static.flickr.com/4110/4950550925_08e045c3dd_b.jpg

ui without voice command
http://farm2.static.flickr.com/1249/4732527506_0dc302e651_b.jpg

urfisch
02-09-11, 06:33 AM
you should open a new thread for this nice interface-work!!!

:yeah:

reaper7
02-09-11, 12:49 PM
Hmmmm, a few choice's here then :hmmm:

Keep my exisiting UI and just update the UI scopes with my new correctly scalled ones with correct fov.
Go for a single panel type similar to Magnums concept.
Or do both maybe? Time permiting.

Zedi
02-09-11, 02:54 PM
I think is maybe better to finish one job before starting another. Just my two cents.

Sepp von Ch.
02-09-11, 03:45 PM
Hmmmm, a few choice's here then :hmmm:

Keep my exisiting UI and just update the UI scopes with my new correctly scalled ones with correct fov.
Go for a single panel type similar to Magnums concept.
Or do both maybe? Time permiting.



Existing UI and just update the UI scopes with my new correctly scalled ones with correct fov.

+ radiomessges please:rock:

reaper7
02-09-11, 04:27 PM
I think is maybe better to finish one job before starting another. Just my two cents.

Existing UI and just update the UI scopes with my new correctly scalled ones with correct fov.

+ radiomessges please:rock:

Yup, think that may be the best approach at this stage :yep:.

Not sure how to do radiomessages, anyone that knows how is open to implementing them :up:.

Sepp von Ch.
02-09-11, 04:45 PM
TDW would not let you use his radiomessages mod? It is finished. He even translated into German. Stormfly make for this mod actually the sounds ...

Sepp von Ch.
02-09-11, 04:47 PM
And it would be possible to incorporate in your great UI mod the need to open and close of torpedotubes as in real life?

Bilge_Rat
02-10-11, 10:41 AM
I think Im the only one who really consider all old UI obsolete, even annoying. Seems like the majority if the community will never get over on dials and all kinda flick-flaks filling the screen. More dials on screen, more joy.

Personally Im absolutely annoyed by this and I always hated the old SH UI's. But in SH3 those dials were the only way to control the ship and see whats going on. Now that we have a full 3d environment and we can use voice command, is really beyond my understanding why people are so mad about dials. Dunno about the rest, but when Im looking through the scope, I dont wanna see anything else than my target. Same as I would into a real scope.

I tried million times to setup a UI only for me where I only extend the SH5 UI and keep his minimalist flavor, but I failed miserably as I just cannot learn how to mod the UI. What I need on the scope UI is a slim and discrete panel that can be toggled and contain all the necessary stuff in a very minimalist way. I dont need a huge ugly dial to set up my target speed, or his range.. a simple SH5 style form will do his job just fine. Only the AOB should be visible.

For my pesonal taste, this is how it should look a scope, nice and clear with focus on my target, without brutalizing my view and eyes.

ui with voice command
http://farm5.static.flickr.com/4110/4950550925_08e045c3dd_b.jpg

ui without voice command
http://farm2.static.flickr.com/1249/4732527506_0dc302e651_b.jpg

totally agree with you. I like the look and feel of the stock SH5 interface, especially having the scope offset to the right, so I can open the TAI map on the left. All of the "new" UI mods with the scope in the middle waste the screen space on the right. Your idea looks very promising.

personally, my ideal UI would be the stock SH5 one with only the following addons:

1. officer icons to give orders, as in Reaper's mod;
2. a way to open some/all torpedo doors as in TDW's mod;
3. a way to control torpedo salvo to control how many tubes are fired/spread angles.

Zedi
02-10-11, 02:58 PM
...

2. a way to open some/all torpedo doors as in TDW's mod;
3. a way to control torpedo salvo to control how many tubes are fired/spread angles.

Actually this is implemented in stock, but it happens too fast. When you click on a torpedo tube on the UI, the door opens. If you activate the Salvo button, you can control how many tubes will get open. Problem is that this happens way to fast and is no animation for. When I click on a tube, thats should blink for a while in red and color in green when its done. Not sure how hard is to fix this.

Bilge_Rat
02-10-11, 03:35 PM
If you activate the Salvo button, you can control how many tubes will get open. Problem is that this happens way to fast and is no animation for. When I click on a tube, thats should blink for a while in red and color in green when its done. Not sure how hard is to fix this.

Good to know. I just saw all 4 lights lighting up and figured I had no other choice. I will test it out.

Anyway, I really like your UI idea. Unfortunately, I have no modding skills whatsoever. :ping:

reaper7
02-10-11, 04:54 PM
3. a way to control torpedo salvo to control how many tubes are fired/spread angles.

This is already Implemented in my Mod :up:, There is a salvo switch on the Torpedo Firing Panel:

Switch this from Single to Salvo.
Then under each torpedo light you can click the switch to enable/disable that tube for firing.
Click fire, and each tube fire's one after another ;).

RibaR
02-11-11, 02:05 PM
Hello, I must admit that I really like your UI Boat. Good work.. It's simple and looks great. :up:

I have few questions:

1. It'd be great to improve the textures on the TDC panel for all those who like to use manual targeting and all those nice knobs and switches.. I know you're working on the transparent style, we're all looking forward to.

2. Is it possible to enable the attack disk at least in UZO? It would really be a benefit for surface attacks. I guess this wouldn't be too hard.

3. I have some problems in attack scope when using the stop watch the buttons for both TDC panels disappear and I can't enable them. I have to exit the scope (ESC) and then go back. Any idea?

reaper7
02-12-11, 10:47 AM
Hello, I must admit that I really like your UI Boat. Good work.. It's simple and looks great. :up:

I have few questions:

1. It'd be great to improve the textures on the TDC panel for all those who like to use manual targeting and all those nice knobs and switches.. I know you're working on the transparent style, we're all looking forward to.

2. Is it possible to enable the attack disk at least in UZO? It would really be a benefit for surface attacks. I guess this wouldn't be too hard.

3. I have some problems in attack scope when using the stop watch the buttons for both TDC panels disappear and I can't enable them. I have to exit the scope (ESC) and then go back. Any idea?

I'm gonna scrap the Transparent Ui for now and finish working on V2.3 of this Ui :up:.

I've fixed a good few bugs that have been reported including the dissappearing TDC when using the stopwatch. :DL

I've got the new scopes in and calibrated :up: for use with the RAOBF.
I'm also working on redoing the Ship ID's in the rec manual.
Thanks to the info provided by toniloCoyote :yeah:.

Here's a look at the new .sil file:

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Ship-ID.jpg

Going for a complete black silhouette look with all the relevant info required for the manual targeters. (The stock images look to much like 3d models). ;)

And here it is in game (RAOBF will not be the releaed version, just in use for calibration).

http://i1004.photobucket.com/albums/af168/reaper7_SH5/RAOBF2-1.jpg

RibaR
02-12-11, 10:53 AM
This'd be great.

Does anyone know how or where to get more precise bearing indicator?

I've done one by myself for SHIII way back... it worked fine, but I don't know if it would work in SH5..

Sepp von Ch.
02-12-11, 11:09 AM
I'm gonna scrap the Transparent Ui for now and finish working on V2.3 of this Ui :up:.

I've fixed a good few bugs that have been reported including the dissappearing TDC when using the stopwatch. :DL

I've got the new scopes in and calibrated :up: for use with the RAOBF.
I'm also working on redoing the Ship ID's in the rec manual.
Thanks to the info provided by toniloCoyote :yeah:.

Here's a look at the new .sil file:

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Ship-ID.jpg

Going for a complete black silhouette look with all the relevant info required for the manual targeters. (The stock images look to much like 3d models). ;)

And here it is in game (RAOBF will not be the releaed version, just in use for calibration).

http://i1004.photobucket.com/albums/af168/reaper7_SH5/RAOBF2-1.jpg

It is absolutely fantastic reaper7!:yeah: And the manual is like a fine dream!:sunny:
I can not wait!:arrgh!:

reaper7
02-12-11, 11:48 AM
This'd be great.

Does anyone know how or where to get more precise bearing indicator?

I've done one by myself for SHIII way back... it worked fine, but I don't know if it would work in SH5..

Can you pack it up and send us a link, I'll take a look see if it will fit in ok in the UI ;).

It is absolutely fantastic reaper7!:yeah: And the manual is like a fine dream!:sunny:
I can not wait!:arrgh!:

Cheers mate, the changes will finish the UI of just nicely. Will be perfect for proper 100% targeting :yeah:.
Then I'll get the manual and tutorials done :up:.

chris123
02-12-11, 01:21 PM
Hello, i have a little problem with the steelvikings scopes.
I have the red night light to day and night. Please help me.

Thank you.

reaper7
02-12-11, 01:51 PM
Hello, i have a little problem with the steelvikings scopes.
I have the red night light to day and night. Please help me.

Thank you.


Hi chris, Do you mean the red light stays on all the time?
Can you confirm are all objects in redlight mode and not just the scopes:
e.g the RAOBF, TCD Panels, Clocks etc.
Also does the night light switch enable/disable nightlight mode?

The next release will be ready soon and will have new scopes.

chris123
02-12-11, 02:19 PM
yes, when i delete the file Night Masks is my scope light at day ok. Im not so good in english. sorry.

RibaR
02-12-11, 03:14 PM
R7:

This is the link to 1 degree scope bearing which I made for SH3.

It is free to use.
http://gamefront.com/files/20004409/Bearing_tga

reaper7
02-12-11, 04:43 PM
yes, when i delete the file Night Masks is my scope light at day ok. Im not so good in english. sorry.

Is the Night light Button working: This is the first Clickable Icon on the Bottom Bar ???
The Pic is of a white light when turned off, and of a red light when turned on.

R7:

This is the link to 1 degree scope bearing which I made for SH3.

It is free to use.
http://gamefront.com/files/20004409/Bearing_tga

Cheers, will have a look and see if it fits with the look. :up:

Hitman
02-12-11, 05:02 PM
Not to criticize your great work, but if are interested in seeing how the real recognition manuals used by the UBoatwaffe looked like, here are some samples of pages:

Gröners Taschenbuch der Handelsflotten (Merchant ships):

http://img834.imageshack.us/img834/3492/groener.jpg

Weyers Taschenbuch der Kriegsflotten (Warships, I have a copy of this one myself:up:. it's still edited today):

http://img600.imageshack.us/img600/7011/bmwj904e1dd99d39a5b3a66.jpg

Excuse if you knew this already and had decided to go another route :oops:

Sepp von Ch.
02-12-11, 05:31 PM
Not to criticize your great work, but if are interested in seeing how the real recognition manuals used by the UBoatwaffe looked like, here are some samples of pages:

Gröners Taschenbuch der Handelsflotten (Merchant ships):



Weyers Taschenbuch der Kriegsflotten (Warships, I have a copy of this one myself:up:. it's still edited today):



Excuse if you knew this already and had decided to go another route :oops:

In WWII germans submariners used different types of manuals, not only Weyers Taschenbuch der Kriegsflotten.

Look at this video with famous U-Boot ace Erich Topp - minute 2:38 - 2:43!

http://www.youtube.com/watch?v=dWqHeQQN5ys

Reaper7´s new manual is very realistic!;)

reaper7
02-12-11, 06:20 PM
Not to criticize your great work, but if are interested in seeing how the real recognition manuals used by the UBoatwaffe looked like, here are some samples of pages:

Gröners Taschenbuch der Handelsflotten (Merchant ships):

Weyers Taschenbuch der Kriegsflotten (Warships, I have a copy of this one myself:up:. it's still edited today):

Excuse if you knew this already and had decided to go another route :oops:

Hi hitman, yup have a copy of that. But due to the limitation of Rec Manual only able to display one ship at a time I'm limited to the current method of manual.

Currently converting all images to solid black, this will bring it as close as I can get to a more relastic Manual.
Wil look into doing a line drawing version possibly to match them in pics above.

TheDarkWraith
02-12-11, 06:43 PM
http://img600.imageshack.us/img600/7011/bmwj904e1dd99d39a5b3a66.jpg


Is that available in PDF so one can take the pictures from it :hmmm:

panosrxo
02-12-11, 06:44 PM
Is that available in PDF so one can take the pictures from it :hmmm:

yes it can be found

TheDarkWraith
02-12-11, 06:49 PM
yes it can be found

you can provide link to it :06:

panosrxo
02-12-11, 07:09 PM
you can provide link to it :06:

check pm

Hitman
02-13-11, 03:47 AM
In WWII germans submariners used different types of manuals, not only Weyers Taschenbuch der Kriegsflotten.

Look at this video with famous U-Boot ace Erich Topp - minute 2:38 - 2:43!

I know mate, I just wanted to highlight that the silhouettes are not matt black in any of the books, but instead are completely drawn side views of the ships. The only solid black silhouettes I have seen were in a page from the Weyer's book, used to point out certain peculiarities of some units, circled in red.

reaper7
02-13-11, 05:33 AM
I know mate, I just wanted to highlight that the silhouettes are not matt black in any of the books, but instead are completely drawn side views of the ships. The only solid black silhouettes I have seen were in a page from the Weyer's book, used to point out certain peculiarities of some units, circled in red.

Hmmm, You've given me an idea........
Are all the current Sh5 ships in that manual. If so I may have a solution that will offer a perfect looking rec manual. It will mean a whole new redisign - but its possible :yep:.
Must get my copy of it out and take a look :D.

REQUEST:
If anyone has the Weyers Taschenbuch der Kriegsflotten Manual.
Can you see if you can find the current SH5 ships within it and post a list of the pages those SH5 versions appear on.
That will give me a good start to redoing the Manual.

panosrxo
02-13-11, 06:48 AM
REQUEST:
If anyone has the Weyers Taschenbuch der Kriegsflotten Manual.
Can you see if you can find the current SH5 ships within it and post a list of the pages those SH5 versions appear on.
That will give me a good start to redoing the Manual.

For that job, you will need the 43/44 version since most of the ships were made during the war. I managed to find Nelson in the 36 version. I have to say it is modelled accurately.

What you can do is use the ingame dds files and add some kind of sketch filter in photoshop. That way it will look like the ones in the book.

Edit: found this one:
http://www.subsim.com/radioroom//showthread.php?t=112488

reaper7
02-13-11, 07:34 AM
For that job, you will need the 43/44 version since most of the ships were made during the war. I managed to find Nelson in the 36 version. I have to say it is modelled accurately.

What you can do is use the ingame dds files and add some kind of sketch filter in photoshop. That way it will look like the ones in the book.

Edit: found this one:
http://www.subsim.com/radioroom//showthread.php?t=112488

Was trying that, but stock filter's in Photoshop didn't give very good results. Might look if there's any good plugins that may yield better results.

Also links in that post are down :wah:. Need to find the 44 edition I guess - if avaiable.

RibaR
02-13-11, 08:50 AM
I've made a new more accurate 1 degree bearing mod. It is really simple and it works in scopes, UZO and bins.

See link below...

http://subsim.com/radioroom/showthread.php?p=1596845#post1596845

reaper7
02-13-11, 09:45 AM
I've made a new more accurate 1 degree bearing mod. It is really simple and it works in scopes, UZO and bins.

See link below...

http://subsim.com/radioroom/showthread.php?p=1596845#post1596845

Cheers mate, like it. Much better definition in this one.
Will include it in my Ui if ok :up:.


As for the 43-45 Weyers Taschenbuch der Kriegsflotten Manual, I've placed an order from a german book store (Didn't get a payment screen though so not sure if its just pre-book order).
So if anyone could send me scans of the (SH5 ships) from the manual that would be great.
If not I'll just continue with the Rec Manual as is and redo it when I get a copy myself.

reaper7
02-13-11, 10:30 AM
Been messing about in Photoshop, and after a lot of retries I've found a combo of filters etc to get a look i'm happy with :D.

Here's a sample of them so far less the Ship values that have to be added. :03:

http://i236.photobucket.com/albums/ff240/reaper7_bucket/Ships.jpg

Tarnsman
02-13-11, 11:22 AM
I love the Ui and its my preference for SH5

But, I question some of the crew command assignments.

It seems that maneuvering and decoy commands currently assigned to the Motorman, should be assigned to the XO or the Engineer. The power management: silent running and battery charge should go to the Motorman. And the periscope and snorkel commands should go to the Captain.

reaper7
02-13-11, 12:32 PM
Got the new correct ship values added now :D

http://i236.photobucket.com/albums/ff240/reaper7_bucket/Ships2.jpg


I love the Ui and its my preference for SH5

But, I question some of the crew command assignments.

It seems that maneuvering and decoy commands currently assigned to the Motorman, should be assigned to the XO or the Engineer. The power management: silent running and battery charge should go to the Motorman. And the periscope and snorkel commands should go to the Captain.

Thanks Tarnsman, may relook at these. Will take a lot of recoding to move though. If I gat a chance I may look into it.

Tarnsman
02-13-11, 08:15 PM
You da Man!

RibaR
02-15-11, 08:42 AM
Cheers mate, like it. Much better definition in this one.
Will include it in my Ui if ok :up:.




No problem mate it'll be an honor... :yeah:

reaper7
02-15-11, 04:04 PM
No problem mate it'll be an honor... :yeah:


Cheers Mate, I re-created one yesterday at a higher resolution. Will see which gives the best results in game ;).
Thanks for permission if yours looks best will incorporate it :up:.

Also after finding some obs optics info yesterday on the FOV for horizontal and vertical fields, also on correct degree spacing for vertical ticks.
I've reworked my obs scope and obs graticules files to get 100% percission on those files. (Even though they were about 95% accurate).

On a side note my order for the reprint of the Recognition Manual went through, so When I get that I'll see about recreating an in-game version. :yep:

Tarnsman
02-16-11, 01:40 PM
How do you call up the recognition manual in v2.2?
When I try to open it it just says "yes sir" but no data?

reaper7
02-16-11, 01:46 PM
How do you call up the recognition manual in v2.2?
When I try to open it it just says "yes sir" but no data?

You need to lock up a ship to use.
Next release will allow auto or manual use of Rec Manual.


Just received my copy of the 'Weyers Taschenbuch Der Kriegs-Flotten 1943.44' 1996 reprint Edition :).

Tarnsman
02-16-11, 02:11 PM
It works in Auto but not manual? Because I locked up the target both times (green button on the lower right of the scope), but only got the manual when in auto targeting. So there is no way to bring it up in manual mode?

reaper7
02-16-11, 02:32 PM
It works in Auto but not manual? Because I locked up the target both times (green button on the lower right of the scope), but only got the manual when in auto targeting. So there is no way to bring it up in manual mode?

It shoulb be available in both Man/Auto Mode - Current mod just disables the selection of automode via the manual.
Sounds like somethings not working.
Best bet is to reinstall in port. O
Or I should have the next version of the UI available soon.

reaper7
02-17-11, 06:00 PM
Ui-Boat V3.0

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Ui-Boat%20V3/Ui-Boat-V3.jpg


Many Improvements and bug fixes in this release :yeah:.

Release also contains a folder for Alternative Ship ID images within the archive.
Copy it in the data folder of the Mod and overwrite the files befor enabling the Mod with JGSME.

Default Images are a Black silhouette versions.
Alternative are a kind of pencil version.

Enjoy :woot:.

Download link in first post:
http://www.subsim.com/radioroom/showpost.php?p=1459155&postcount=1

Obelix
02-17-11, 09:36 PM
Excellent! Now can finish a mega-mod!

Tarnsman
02-17-11, 09:41 PM
Sweet and sweet.
Do your english TDC panels from 2.2 work with this version or will you be releasing another version?

reaper7
02-18-11, 02:21 AM
Sweet and sweet.
Do your english TDC panels from 2.2 work with this version or will you be releasing another version?


Yup, all addons in post 2 will work with no problems. :up:

Magic1111
02-18-11, 02:24 AM
Ui-Boat V3.0





Many Improvements and bug fixes in this release :yeah:.

Release also contains a folder for Alternative Ship ID images within the archive.
Copy it in the data folder of the Mod and overwrite the files befor enabling the Mod with JGSME.

Default Images are a Black silhouette versions.
Alternative are a kind of pencil version.

Enjoy :woot:.

Download link in first post:
http://www.subsim.com/radioroom/showpost.php?p=1459155&postcount=1


Hi !

Wow, it looks very nice !!! :up:

But can I use your MOD together with MO (enable after MO) ? :hmmm:

Best regards,
Magic:salute:

reaper7
02-18-11, 02:34 AM
Hi !

Wow, it looks very nice !!! :up:

But can I use your MOD together with MO (enable after MO) ? :hmmm:

Best regards,
Magic:salute:

Afraid there is no compatability between the two Magic :wah:.
Obelix is working on a mega mod using this Ui as a base though :D.

Magic1111
02-18-11, 04:38 AM
Afraid there is no compatability between the two Magic :wah:.
Obelix is working on a mega mod using this Ui as a base though :D.

Oh yes, that would be very great, because in my opinion many users wish to use your wonderful Ui integrated in a Mega-MOD ! :yeah:


Best regards,
Magic

urfisch
02-18-11, 06:39 AM
looks nice! thanks a lot!

Sepp von Ch.
02-18-11, 09:08 AM
Thank you, reaper7, I try the new version soon!

reaper7
02-18-11, 02:19 PM
Patch V3.01 (Mostly Graphic Rework).

Redone Attack Periscope Graticules for Night Use (Numbers are no loger illuminated).
Redone Obs Periscope Graticules for Night Use (Numbers are no loger illuminated).
Resized Map Tools in Navigation Map - Approx 1/3 the Size now.
Redone RAOBF Graphisc to include more detail.
Resized Binoculars and UZO Screens - A lot more optic view on screen now.
Tonned down Night light levels in the Navigation Map.
Install with JGSME and allow overwrite conflicts.

Download from:
http://www.subsim.com/radioroom/downloads.php?do=file&id=2778 (http://www.subsim.com/radioroom/downloads.php?do=file&id=2778)

SashaKA001
02-18-11, 07:26 PM
http://i3.imageban.ru/out/2011/02/19/966fb3753933e89f4c3bcfc0405c8b83.jpg (http://imageban.ru)

Generic Mod Enabler - v2.6.0.157
[E:\Game\Ubisoft\Silent Hunter 5\MODS]

No Logo Intro Menu_Animation v. 01.00 by AvM
Ui-Boat V2.3
Danevangs PS 1.0 Common VIIC Shadow Maps
Danevangs PS 1.0 Type VIIC-upg Blauschwartz 58-2
DBSM_Speech_1_0_4
SS Insignia Emblems
sobers hatch mod
water drops mod
mid size drops
IO_MapCourseLine_normal pencil_mod
Reduced Mission Tonnage v02 onealex
U-Boat Propulsion SFX
U-Boat Watch Crew Routine SFX
Unterseeboot II SFX
Wooden_Lifeboats_Mod_1.1
U-Boat Radio Room Telemetry SFX
sobers realistic hydrophone operator SH5
SteelViking's Sky Banding Mod
Ferocious Fire SFX
Silent Seagulls
Critical hits 1.1 Torpedos
Critical hits v 1.2
Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
Torpedo Splash
German U-Boat Hydrophone SFX
Fonts_NewUIs_TDC_ByTheDarkWraith
Cerberus62_Ambush_of_RMS_Queen_Mary
Damage assessment
Dark_Interior_additional_Diesel
Dark_Interior_V1
Enhanced FunelSmoke_by HanSolo78
GWX Compass Rose Grid for SH5
Haramirs Sensor Mod 1.1
NDB,NDH OM#1 - No Dialog Indicator
Old Style Explosions V1.1
NSS_Uboat7a_FX
Real torpedo
Reboot's Water Drips 1.1
Sobers NoTrees mod
sobers sky banding fix
sobers ultimate base wave mechanics for SH5
Sub splashsound_1.1
SUB_hyd_fix_SH5
Torpedo_Mod_v0.1
Torpedo_Mod_v1.0beta
MyKey
RUS_Ui-Boat V3
sobers real trees
sobers multi color mod V2
SubFlags_0_0_6_byTheDarkWraith
FX_Update_0_0_11_BARF_1_3_Full_Fix
FX_Update_0_0_11_ByTheDarkWraith
FX_Update_0_0_11_UHS_Fix
Alternative Ship Images for Ui-Boat V2.3
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
Open_Horizons
Naights Submarine Textures (internal) V1.1
AilDeckwave 1.0
AilImpurity 1.2 extreme
AilMoon 1.5
AilRain 1.0
AirTorpedoes
Ui-Boat Patch 3.1


or how to start it, I just started a company, training.


http://i3.imageban.ru/out/2011/02/19/7f5217b5b4038cd60aef48af5077b0c3.jpg (http://imageban.ru)
http://i3.imageban.ru/out/2011/02/19/ed08f552febbe4de28ca01d91f8869be.jpg (http://imageban.ru)

reaper7
02-18-11, 07:40 PM
http://i3.imageban.ru/out/2011/02/19/966fb3753933e89f4c3bcfc0405c8b83.jpg (http://imageban.ru)


Cheers, will doublecheck the ID's for the Tri-Ring in the Dials.cfg. May have changed and not been updated.

Notice that your not displaying the correct amount of items for that page, may be a mod conflict.
You should have icons for the stopwatch and the clock ath the bottom of the page and the Officer Orders Icon at the Top Right.
Also the TAI maptools should not be visible when TAI is Closed.

There may be an issue with your Install, that may be causing the Tri-ring malfunction possibly - will check my end just in case.

SashaKA001
02-18-11, 07:58 PM
I just started a company, training. once again:har:

http://i4.imageban.ru/out/2011/02/19/9ed5807bb97d65aa390ba6c06a58b810.jpg (http://imageban.ru)

http://i3.imageban.ru/out/2011/02/19/d6f42e758abe200d462dd2dd98175e01.jpg (http://imageban.ru)

reaper7
02-19-11, 05:07 AM
I just started a company, training. once again:har:




Hi SashaKA001, you need to Turn On The TDC to Manual - Its the Button on the Left TDC Panel in the bottom right of the panel.
This will allow the Attack disc to rotate.

Also The training mission will not allow certain features to work of my UI - its scripted that way by the Devs.
(They removed most of the Interface for the Tutorial - That includes the Torpedo Panel etc).

Its best to start a New Campaign and skip the Training Tutorial. :up:
What resolution are you playing at, I'll resize the RAOBF to fit onscreen.

SashaKA001
02-19-11, 07:25 AM
Hi SashaKA001, you need to Turn On The TDC to Manual - Its the Button on the Left TDC Panel in the bottom right of the panel.
This will allow the Attack disc to rotate.

did not understand where, exactly, needs to click:hmmm:

Also The training mission will not allow certain features to work of my UI - its scripted that way by the Devs.
(They removed most of the Interface for the Tutorial - That includes the Torpedo Panel etc).

this is understandable.:rock:


What resolution are you playing at, I'll resize the RAOBF to fit onscreen.

1920 x 1080:rock:

reaper7
02-19-11, 08:40 AM
did not understand where, exactly, needs to click:hmmm:

Hi Sasha its the Left Panel that opens with the Target Range and AOB Dials on it that is opened by clicking the icon nect to the one for opening the torpedo panel.
When you open this there is 2 buttons at the bottom right of the panel. One of them is to enable/disable the TDC Computer.

Enabled - Button is Green.
Disabled - Button is Red.

SashaKA001
02-19-11, 09:47 AM
Hi Sasha its the Left Panel that opens with the Target Range and AOB Dials on it that is opened by clicking the icon nect to the one for opening the torpedo panel.
When you open this there is 2 buttons at the bottom right of the panel. One of them is to enable/disable the TDC Computer.

Enabled - Button is Green.
Disabled - Button is Red.

everything is good there is contact,:yeah::yeah: but that's RAOBF if it is possible to make it a little less than what would be seen was the top and bottom half of walking would be very it is big.:o

http://i3.imageban.ru/out/2011/02/19/aa641324ebc941ec2dbe53194d7507e3.jpg (http://imageban.ru)

Stormfly
02-19-11, 09:50 AM
nice work on that again, THX :yeah:

1. but why the hell is the white casual idiot gamer`s crosshair enabled ?:D :arrgh!:
...cant get my hands on "remove crosshair mod" ...download is down.

2. another thing, i like beeing able hiding all those icons, but if using this with MCCD and using a mccd command some icons pop in again and i have to rehide. Slide in icons or autohide its called in SH5 would also a nice addition.

reaper7
02-19-11, 10:33 AM
nice work on that again, THX :yeah:

1. but why the hell is the white casual idiot gamer`s crosshair enabled ?:D :arrgh!:
...cant get my hands on "remove crosshair mod" ...download is down.

2. another thing, i like beeing able hiding all those icons, but if using this with MCCD and using a mccd command some icons pop in again and i have to rehide. Slide in icons or autohide its called in SH5 would also a nice addition.

Never even noticed the crosshair was back - That what happens when you start from scratch again :D. Will remove it :up:.

What is mccd ? Haven't tried my mod with others so not sure about issues. Which Icons are you refering to. I have some on the main page that can be hidden, I could use that same button to hide everything maybe? :yep:

Stormfly
02-19-11, 10:42 AM
Never even noticed the crosshair was back - That what happens when you start from scratch again :D. Will remove it :up:.

What is mccd ? Haven't tried my mod with others so not sure about issues. Which Icons are you refering to. I have some on the main page that can be hidden, I could use that same button to hide everything maybe? :yep:

MCCD = More crew commands (very important)
http://www.subsim.com/radioroom/showthread.php?t=166236&highlight=mccd

...ohh at first all is hidden, thats ok

but if i click on a MCCD crew dialog command, some of the hidden icons pop in back :-?

but maybe, if you use some kind of autohide function like TDW did (slide in menue elements if you mouse over them, autohiding with delay if moving the mouse away), the problem above will maybe also solved.

Tarnsman
02-19-11, 11:05 AM
Is the Strategic Map compatible with the new UI?

reaper7
02-19-11, 12:04 PM
MCCD = More crew commands (very important)
http://www.subsim.com/radioroom/showthread.php?t=166236&highlight=mccd

...ohh at first all is hidden, thats ok

but if i click on a MCCD crew dialog command, some of the hidden icons pop in back :-?

but maybe, if you use some kind of autohide function like TDW did (slide in menue elements if you mouse over them, autohiding with delay if moving the mouse away), the problem above will maybe also solved.

I'll download it and see whats going on :up:.

Is the Strategic Map compatible with the new UI?

It overwrites my smaller Maptools in the Navigation Map with the Default larger ones. Other than that yes its compatiable.
I've let Obelix know about it, so he should have a nev version out soon. :03:

Stormfly
02-19-11, 02:50 PM
good thing with that red light switch, is it possible to have also the recognition manual darkened then ?